hide results

    Pit by Phaigne

    Version: .5 | Updated: 03/09/09 | Search Guide | Bookmark Guide

    ooooooooo.    o8o      .   
    `888   `Y88.  `"'    .o8   
     888   .d88' oooo  .o888oo 
     888ooo88P'  `888    888   
     888          888    888   
     888          888    888 . 
    o888o        o888o   "888" 
    A character FAQ for the aspiring Pit main.
    [INT] Introduction
    [CHAR] Character Description
    [MOV] Moveset
    [STRAT] Strategies
    [MATCH] Matchups
    [TOURN] General tournament rules
    [STAGE] Choosing a stage
    [GLOSS] Glossary of terms used
    [REFER] References
    [CNCT] Contact Info.
    [LGL] Legal stuff and Credit-giving
    [INT] Introduction
    Hello, I am Phaigne, your friendly neighborhood smasher. I wrote this 
    guide because I love Smash Bros. and the character Pit. I’m not a pro, but
     I would say I am pretty good. This is my first FAQ so it will be rough.
     But let’s continue.
    [Char] Character Description
    Pit is the main character of Kid Icarus. He is also a very solid character
    in Super Smash Bros. Brawl. He is an angel who cannot ordinarily fly but
    has wings and can pretty much own the sky. He has three midair jumps and
    a recovery move that temporarily allows Pit to fly wherever he pleases.
    This means Pit has amazing recovery. On top of that he can glide. Pit’s
    only true weakness are his light weight, his helpless mode after being
    hit in his Up-B, and short grab. But he is loaded with benefits.
    He is currently listed as 18th on the tier list, but who cares about 
    -Amazing projectile
    -Two reflectors
    -Almost all moves have potential for some aspect of fighting
    -Great recovery
    -All around Pit is at least good at about every game-play aspect
    -Great edge-guarding abilities
    -Angel Ring and Mirror Shield are both somewhat slow
    -Pit is put into helpless mode if hit during his Up-B
    -Short range on grabs
    [MOV] Moveset
    Here I will explain all of Pit’s moves. Everything from damage to
    knockback to uses. Don’t think because you have played with Pit before
    that you know everything about his moves. Every move should have some
    frame data. It's not complete yet, but you'll get the picture.
    (A, Tilts attacks)
    ~~ Non-chargeable moves. This is more of the "utility" section of Pit's
     moveset. You will use these moves a lot for set up and punishment.
    Neutral A (Combo)
    Range: Mid
    %- 3>3>5 to 3>2>2
    Knockback: The first two hits have poor knockback, the last has slightly
     more and will keep them away from you.
    Description: Does three swipes one after the next.
    Notes: Comes out quite fast. Use this for any situation where you need to
     attack quickly. The first two hits actually pull people in, so it is a
     good lead in 	to a grab.
     Neutral A (Endless)
    Range: Mid
    %- 3>3>1>1>1>1>1> to 3>2>1>1>1>1>1>
    Knockback: Poor. This attack will constantly hit them and can be kept up
     for as long as you want. The attack actually has reverse knockback which
     means that it draws them in slightly. 
    Description: Does two swipes then spins his bow around himself. It also
     hits slightly behind Pit.
    Notes: A wall of blades. This attack is nice because it has suprising
     range (it sucks people in) and can hold opponents in for some good 
    Frame Data:
    	Total for all 3 Jabs without hitting: 63
    	First hit on frame 5
    	Shield hit lag: 
    	Shield stun: 
    	Hit Lag: 
    	Second hit on frame 12
    	Shield hit lag: 
    	Shield stun: 
    	Hit Lag: 
    	Third hit on frame 19
    	Shield hit lag: 
    	Shield stun: 
    	Hit Lag: 
    	Starts Infinte Jab on frame 23
    	Shield hit lag: 
    	Shield stun: 
    	Hit Lag: 
    Range: Mid-Long
    %- 12% to 5%
    Knockback: Moderate Knock back. Sends your target slightly above a
     straight horizontal line.
    Description: He stabs his two swords in front of him.
    Notes: One of Pit's slowest attacks, but also one of his longest ranged
     attacks. It can possibly kill and is able to punish rolling. Works well
     with arrow chasing. (See Advanced Techniques)
    Frame Data: 
    	Total: 40
    	First hits on frame 14
    	Shield hit lag: 
    	Shield stun: 
    	Hit Lag: 
    Range: Short-Mid
    %- 11% to 5%
    Knockback: Pops them straight up. If a opponent is holding onto the
     edge of the stage and you're close on top of them (The hitbox is about
     where Pit's front foot is) this becomes a very powerful spike, but is
     very hard to do. They don't have to be holding on the ledge to spike.
    Description: Swings his sword at his targets feet.
    Notes: Pops characters up into good combo position. Also, it is very fast
     with good range.
    Frame Data:
    	Total: 29
    	First hits on frame 6
    	Shield hit lag: 
    	Shield stun: 
    	Hit Lag: 
    Range: Short horizontal but mid vertical
    %- (16%) 3>5>8 to (7%) 1>3>3
    Knockback: The first hit is when Pit puts his sword on the ground to hold
     himself up and it is the hardest to hit with, this knocks them up
     slightly The two hits are when Pit kicks into the air, the last hits
     sends them up.
    Description: Pit holds himself up with his sword and does two kicks up.
    Notes: A very fast attack, but it suffers from abysmal range. Good if you
     are right on top of your opponent or he is on a platform above you. Also,
     it is a great move to perform from a Glide cancel slide.
    Frame Data:
    	Total: 35
    	First hits on frame 2
    	Second hits on frame 9
    	Third hits on frame 20
    	Shield hit lag: 
    	Shield stun: 
    	Hit Lag:
    Dash Attack
    Range: Short-mid
    %- 12% to 5%
    Knockback: Sends them up and away from you.
    Description: Pit runs forward and swings his sword at the feet of his
     target. This move has a lot of lag at the end making it one of Pit's
     slower moves.
    Notes: A little laggy, but it has some killing potential. Not really the
     best move, use it sparingly.
    Frame Data:
    	Total: 49
    	First hits on frame 6
    	Shield hit lag: 
    	Shield stun: 
    	Hit Lag: 
    Ledge Attack <100%
    Range: mid
    %- 8% to 2-3%
    Knockback: Hits them behind you and off the stage.
    Description: Pit kicks out onto the stage and then gets up.
    Ledge Attack >100%
    Range: mid-long
    %- 10% to 4-5%
    Knockback: Barely sends them anywhere. If you are over 100% it sends them
     back onto the stage.
    Description: Pit stabs his sword onto the stage giving him more range and
     doesn't make him as open. Then gets up.
    Get up attack
    Range: mid
    %- 6% to 2%
    Knockback: Barely sends them anywhere.
    Description: Pit swings his swords as he gets up
    (Smash attacks)
    ~~The general kill moves. Pit is less about the killing, and more about
     racking up tons of damage so any move will kill.
    Forward Smash
    Range: Mid
    %- two hits first hit 7% to 3% second hit 12% to 5% (if the second hit is
     tippered +1%) Charged first hit 10% to 4% and charged second hit 18% to
    Knockback: Sends them flying at a 45 degree angle away from you. One of
     Pits best kill moves. (Tipper does not seem to add more knockback)
    Description: Pit swings his two sword one after the other, this is one of
     Pits best kill moves. 
    Notes: Quick and quite powerful. This is an amazing attack. The only
     problem is at higher levels of play, people may escape the second swing
     via DI.
    Frame Data:
    	Total: 48
    	First hit on frame 6 
    	Second hit on frame 24
    	Shield hit lag: 
    	Shield stun: 
    	Hit Lag: 15
    Down Smash
    Range: Mid-Short
    %- In front of Pit 13% to 6% Behind Pit 10% to 5%,Charged in front 19% to
     8%, Charged behind 12% to 6%
    Knockback: Launches them at a 40 degree angle away from you if hit by the
     first swipe. The second swipe acts like a Dtilt setting up for an easy
     Bair. Hits on both sides, so it's great if you're unsure. If your target
     is inside your character you will get both hits off. 
    Description: Pit swings one of his swords in front of himself then one
     behind. Another of Pits good kill moves.
    Notes: Great for punishing people who roll a lot. Has some killing
     potential. Overall good move.
    Frame Data:
    	Total: 41
    	First hit on frame 5 
    	Hit Lag: 30 
    	Second hit on frame 18
    	Hit Lag: 29
    	Shield hit lag: 
    	Shield stun: 
    Up Smash
    Range: Mid vertical
    %- three hits (13%) 3>2>8 to (6%) 1>1>4 Charged (19%) 4>3>12 to (8%) 1>2>5
    Knockback: Straight. The first two hits send your target down and can be
     used as a spike if done right, but are more often used to keep your
     target there so that they will be hit by the third hit which will send
     them flying.
    Description: Pit swings his swords above his head and slightly lifts
     off the ground.
    Notes: Mostly used for damage building rather than killing, this move is
     Pit's worst smash. It's actually pretty good if used in a slide. Hits
     players on platforms above you.
    Frame Data:
    	Total: 46
    	First hit on frame 5 
    	Hit Lag: 
    	Second hit on frame 12
    	Hit Lag:
    	Third hit on frame 23
    	Hit Lag:
    	Shield hit lag: 
    	Shield stun: 
    (Air Attacks)
    ~~ Pit's excellent air attacks are a mix of damaging, multi-hit moves and
     deadly, single strikes. This is where Pit really excels.
    Range: Short
    %- 8 hits in all, (11%) 1>1>1>1>1>1>1>4 to (8%) 1>1>1>1>1>1>1>1
    Knockback: All the hits but the last have very poor knockback.
    Description: Pit spins his bow around himself. 
    Notes: Good priority and fast coming out. Great for approaches and heavy
     characters. Use this move.
    Frame Data:
    	Total: 31
    	First Hit on frame 3
    	Landing lag: 31
    	Shield hit lag: 
    	Shield stun: 
    Range: Mid-long
    %- 13% to 5%
    Knockback: Hits your target straight away from you.
    Description: Pits swipes his two swords in front of himself. 
    Notes: A cornerstone in a good Pit's game. Great for gimping and spacing.
     This move is fast and deadly.
    Frame Data:
    	Total: 28
    	First Hit on frame 11
    	Landing lag: 16
    	Shield hit lag: 
    	Shield stun: 
    	Hit Lag: 
    Range: Mid
    %- 12% to 5%
    Knockback: Hits your target straight up.
    Description: When Pit does his dair, he swings one of his swords under 
    Notes: Good for combos and approaches. It hits in a nice arc below Pit. 
     Has some significant landing lag if done close to the ground.
    Frame Data:
    	Total: 38
    	Earliest possible hit on frame 10
    	Latest possible Hit on frame 17
    	Landing lag: 31
    	Shield hit lag: 
    	Shield stun: 
    	Hit Lag: 
    Range: short-mid (Sweetspot is short)
    %- 9% to 3% Ping 15% to 6%
    Knockback: When sweetspotted, this becomes Pit's best kill move sending
     your target slightly up and very much to the side. If you don't hit with
     the sweetspot, Pit keeps his sword out for a lingering hitbox
    Description: Pit connects the swords making it like a pole with a dagger
     at the end.
    Notes: Amazing move. Good for killing, combos, and approaching. Try and
     keep this move fresh.
    Frame Data:
    	Total: 27
    	First Hit on frame 7
    	Hitbox is out from frames 7-20
    	Landing lag: 16
    	Shield hit lag: 
    	Shield stun: 
    	Hit Lag: 
    Range: Mid
    %- (12%) 2>2>2>2>2>2 to (6%) 1>1>1>1>1>1
    Knockback: This is another multi hitting attack where the last hit sends
     your opponent flying Slightly up and at an angle, to the left or right
     depending on 	DI.
    Description: Pit spins his bow above his head.
    Notes: A good move to hit an opponent above you. This move is great
     because you can angle it so that it hits an enemy who would normally hit
     you, protecting you from damage and hurting your opponent.
    Frame Data:
    	Total: 31
    	First Hit on frame 3
    	Landing lag: 31
    	Shield hit lag: 
    	Shield stun: 
    	Hit Lag: 
    Glide attack
    Range: Mid
    %- 13% to 5%
    Knockback: Hits your target up.
    Description: Swings his sword under and in front of himself to hit his
    Notes: When Pit swings his blades, he hits all the way from in below him,
     to above him and everywhere between.Great for working odd angles. Kind of
     slow and easily seen coming, this move has limited attack potential. If
     you do get it off, it has great knockback. Try to predict your opponent
     and get your glide attack off before they can attack you first.
    Frame Data:
    	Total: 32
    	Earliest possible hit on frame 6
    	Latest possible Hit on frame 11
    	Landing lag: 2
    	Shield hit lag: 
    	Shield stun: 
    	Hit Lag:
    (Special attacks)
    ~~ Pit's very special moves. Thes moves all have some odd properties, so I
     would advise playing around with them. Just about every move has an
     advanced technique attached to it.
    Light Bow (arrow) B
    Range: It disappears after crossing the kill zones at the sides and never
     goes away when shot upwards.
    %- Uncharged: 5% to 2%|Charged: 11% to 5%
    Knockback: Very little knockback. Good enough for gimping, though.
    Description: Pit shoots an arrow that can be controlled by Pit when he is
     still moving or dead.
    Notes: The very symbol of Pit. This is your best friend. Use it to rack
     up damage, keep opponents at bay, knock them off the screen, play
     mindgames on them, or just plain out annoy them. If you don't use this
     move, you should stop playing as Pit.
    Frame Data:
    	Total: 40
    	Shoots arrow on frame 20
    	Hit Lag: 22
    Angel Ring(Side B)
    Range: Long
    %- (how ever much you want/can get off in 10sec) 2% to 1%
    Knockback: Almost no knockback, but it has a windpush effect at the end.
    Description: When used on the ground Pit dashes forward then spins his
     swords in front of himself to rack up damage. This attack can also
     reflect projectiles 	but shouldn't be your reflector of choice. Can be
     held out for 10 seconds.
    Notes: Not one of my favorite moves. Reflects projectils and is
     particularly useful against Pikachu's Thunder and Snake's mortar. Try and
     make it where you only barely hit your opponent, so they can't DI out and
     punish you before the move is over.
    Frame Data:
    	Total: 64
    	First hits on frame 12
    	Ends quickest on frame 41
    	Hit Lag: 
    Mirror Shield(down b)
    Range: Short
    %- no damage it self but deals seems to deal +1 damage to reflected
     projectile damage
    Knockback: None
    Description: Pit pulls out his mirror shield to reflect projectiles or
     turn melee attacks around. This attack has super armor on the pullout of
     the shield. It can turn melee attackers around if they hit right as the
     shield is shining.
    Notes: Pit's better reflector and object of frustration for a lot of other
     characters. It can spin many recoveries around (My favorites are Ness and
     Lucas) and reflects projectiles faster then they came. If only it were a
     little faster...
    Frame Data:
    	Total: 40
    	Comes out on frame 5
    	Reflects attacks on frames 5-19
    Wings of Icarus (WoI) (UpB)
    Range: 5 seconds of free ranged flight. 3 seconds if used again without a
     slight break
    Knockback: Doesn't have true knockback, but right as the attack is started
     there is a wind push effect as WoI is started. T
    Description: Pit can fly freely around the stage but if hit can not use
     his jumps or another WoI until he lands. If this attack is not canceled
     with an attack Pit goes into free fall.
    Notes: Probably Pit's biggest weakness because if he is hit out of this
     over a pit, he is auotmatically dead. It gives you amazing mobility in
     the air. Also, the wind push effect has many uses. If you use this close
     to the ledge, Pit will auto-cling from a large distance.
    Frame Data:
    	Wings come out on frame 1
    	Total: 209
    	Wind is active from frames 5-16
    Pit has great grabs. They are mostly used for setting an opponent up to
     be comboed, but they also do a good amount of damage and have some great
    Grab attack
    Range: Grab
    %- 2% to 1%
    Knockback: None.
    Description: Pit knees the character he is holding in the gut.
    Notes: Great for clearing move degradation.  Also, it works wonders for
     building up damage and angering your opponent.
    Forward Throw
    Range: Grab
    %- 10% to 4%
    Knockback: Does good knockback and can even kill off to the side of the
     screen at high percents at either side of the stage.
    Description: Slashes opponents to send them flying.
    Notes: One of Pit's great grabs. It has a chaingrab on certain characters
     and is easy to follow up.
    Back Throw
    Range: Grab
    %- 8% to 3%
    Knockback: Throws them straight back
    Description: Twirls around with the enemy in tow and launches him backward
    Notes: Nothing really special, it's a lot like the forward throw, but 
    looks cooler.
    Down Throw
    Range: Grab
    %- 6% to 3%
    Knockback: Sends them straight up after hitting the ground.
    Description: Slams opponent on the ground causing them to bounce up.
    Notes: Great for combos at lower %s. Other than that, it's just fun to
     bounce people's faces of the ground.
    Up Throw
    Range: Grab
    %- 11% to 5%
    Knockback: sends the opponent up and is the strongest of Pits grabs.
    Description: Does a handstand and kicks opponent with both feet causing
     them to fly into the air.
    Notes: Since it is strong and sends opponents up, I would recommend using
     this at high percents to follow up with an arrow. Other than that, it is
     a normal throw.
    Grabs/Miscellany Frame Data:
    Standing Grab:
    	Total: 29
    	First grabs on frame 6
    Dash Grab:
    	Total: 39
    	First grabs on frame 10
    Pivot Grab:
    	Total: 35
    	First grabs on frame 8
    Grab Pummel
    	Total: 26
    	Hits on frame 2
    Spot Dodge:
    	Total: 26
    	Invincible frames 7 - 21
    Air Dodge:
    	Total: 35
    	Invincible frames 9 - 30
    Roll Backward:
    	Total: 33
    	Invincible frames 9 - 19
    Roll Forward:
    	Total: 33
    	Invincible frames 9 - 19
    	Airborne on frame 5
    	Airborne for 42 frames
    Strategy. There’s not much to say here.  This will cover a wide variety of
     techniques, from the simple to the incredibly sophisticated. I will
     probably sub-divide this section into Basic Tips and Advance Techniques.
    {Basic Tips}
    This is where you will hear a lot of stuff you may already know, but 
     still, it's not a bad idea to read through and see if you learn
    Directional Influence (DI): DI is basically control over where your
     character goes. When you are on the ground, in the air, or knocked back
     from an attack, you have some amount of control over where your character
     is going. 
      There are two types of DI:
       *Normal DI: This is the influence your joystick has on where you go 
         when hit. Try smashing your stick back towards the level when you are
         knocked away.
       *Smash DI: This has no influence over your aerial or ground movement,
         but rather the direction you are sent when you are hit. You do this
         by smashing the C-stick in the direction you want to go. This is
         very helpful for escaping multi-hit attacks.
         Video Demonstration: http://www.youtube.com/watch?v=5hQIy7P7RWo
    Ukemi: Also called teching, this is where your character rolls once
     launched towards a wall or floor. This is helpful for repositioning to go
     on the offense and for quickly getting up and avoiding attacks.
    Ledge Stalling: This is the act of abusing the invincibilty frames you get
     from grabbing on to a ledge. This is great for Pit as it is a good stall
     as well as a good way to set up for attacks. (U-Air and ledge-hopped
     N-Air come to mind.) To ledge stall as Pit grab on to the edge, press
     down to fall, before you fall too far jump, at the top of your jump use
     your Up-B to auto cling to the ledge. This whole process should only
     take a second.
    Recovering: While for Pit recovering seems simple, that is not always the
     case. As Pit you will have several recovery options: Jumping, Gliding,
     and using WoI. Gliding is probably the most efficient way to recover as
     it only eats one jump and is fast and great for set-ups, but there are
     certain situations that call for certain ways of recovering. Suchs as
     against Zelda or Lucas, since they can easily knock you out of your
     glide, you would want to jump to the ledge or if all else fails, WoI
     above the level. Also, don't forget, Pit can easily go under a lot of
     levels to try and get a better vantage point.
    Approach: This may seems simple, but approaching is not one of Pit's
     strengths. For some of the cast, you should not worry about approaching,
     since you will be able to force them to approach with your arrows.
     There are some cast members, however, that can out camp you. If this is
     the case, or you don't want to seem like a spamming bitch, Pit has a few
     decent options. Walking, running, gliding, and jumping all can be forms
     of approach. Each one has it's benefits and detriments.Using a variety
     of approaches is key to a succesful game.
    Examples of approach:
     - Short Hopped N-Air
     - Short Hopped D-Air
     - Run into a dash attack/U-Smash/grab
     - Walk into a F-tilt/D-tilt/F-smash/D-Smash/grab
     - Glide into an attack or cancelled glide attack to slide
     - Jump over an opponent and try to attack their back
     - Roll around them and try to get an attack off before they do
     - Jump in the air and shoot an arrow while moving forward in the air.
    Offense: In my opinion, Pit is an offensive character. He is very flexible
     in how he can fight and a good Pit will adjust to any situation. 
    Some tips to improve your Pit's offensive game:
     -Use all of Pit's moves. Everyone has at least some use (If only to
      refresh your other moves).
     -Use the right attack for the right situation. Some attacks are better
      suited for certain moments. 
     -Use your aerials. You have wings, of course you're going to do well in
      the air. Pit had an amazing set of aerial moves. He can hit at all kind
      of odd angles and be protected from damage. Your aerial are all good, so
      don't just stay on the ground.
     -Momentum is a big factor in SSBB. When you get momentum, keep it. Pit is
      a combo beast, so it's easy to just keep your opponents in a 	constant
      state of terror. Just learn what moves follow what and make sure you are
      familiar with the knockbacks of each move.
     -Space properly so your opponent either can't reach you or is easily
     -Keep your kill moves fresh. The fresher your moves, the more knockback.
     -Keep pressure on your opponent. If your not attacking him, you should
    Defense: While I said that Pit was an offensive character before, that
     doesn't mean he is without defensive options. In fact, he has very good
     defense too. 		
    Here are some general tips:
     -Your reflectors are slow, but effective. Make sure you use them in a
      projectile heavy matchup
     -Shield. Shields block anything, so don't be afraid to throw it up. Just
      be careful because they degrade and any uncovered spot can be attacked.
      Also, if your shield degrades completely, it breaks and you are
      momentarily stunned.
     -Dodging is your friend. Remember you have three types of dodging: 
      rolling, spot dodging, and air dodging.Each one keeps you from harm,
      just choose the right one in the right situation.
     -Run away. You have arrows, use them. If someone is tearing you apart,
      try to escape and reset the spacing so you can spam arrows in their
      face. Pew, Pew!
    Mindgames: Mindgames are simply just messing with your opponents head to
     try and get an advantage. Personally, I think Pit has some great mind
     games with his ATs. You could arrow chase so that as the person dodges
     your arrow you hit them, or they take the arrow and dodge the hit.
     Either way it's a win-win. Even spamming your arrows is a mindgame,
     because it frustrates the opponent so much, they won't be able to think
    Spacing: Spacing is pretty simple in theory, but not so much in practice.
     Basically all it is is just how far you are from an opponent. The idea
     is to keep optimal spacing, so you can hit them, and hopefully they can't
     hit you. Just try and adjust where you are on the field to your
     advantage. This is particularly useful against Marth (Damn those
     tippers!), but should be something you do in any match. Just remember,
     spacing also counts as running away and shooting arrows.
    Priority: Priority decides what attack will when if two attacks collide.
     It is usually related to how much damage an attack deals. Basically, the
     theory here is to use an attack with higher priority than your opponents
     attacks, so you win out and deal damage to them. Priority only affects
     grounded characters and two air-borne characters can hit eachother at
     the same time without clashing attacks. This becomes a big pain when you
     deal with characters with massive priority (I'm looking at you and your
     Tornado, Metaknight). Grabs always have priority over any other attack.
    From this point on, this guide becomes an in-depth guide for perfecting
     Pit's fighting style and learning to play in a tournament style setting.
    {Advanced Techniques}
    Arrows-- A crux of Pit’s game play. Fast, controllable, stunning, and
     annoying, Pit’s arrows possess many properties of a great projectile.
     These babies have a lot of techniques behind them.
    •Arrow Looping: Probably one of the first Pit AT. This is pretty much what
     is sounds like; Pit shoots an arrow and curves it into a complete loop.
     Some debate on it's usefulness, but if anything play with it to gain
     better arrow control.
    Video Demonstration: http://www.youtube.com/watch?v=HpUrRFEHUfU
    •Arrow Chasing: This is really just an implementation of Arrow Looping.
     Basically, you loop an arrow and time it out so that right as the arrow
     hits you attack the opponent with some other attack. This distracts the
     opponent and allows for you to get extra damage.
    Video Demonstration:
    •Arrow Raining: Not really useful, but definitely fun. Shoot several
     arrows straight up (Maximum of 4) and curve them all towards the stage
     so they all "rain" down.
    Video Demonstration: http://www.youtube.com/watch?v=x8-FGf24cfc
    •Arrow Blitzing: This is just an extension of arrow looping as well. Arrow
     blitzing is hitting a target with multiple arrows at once. This can be
     accomplished many ways.
    Video Demonstration: http://www.youtube.com/watch?v=Jg3260GBljo 
     (My boy UndrDog, look him up!)
    •Arrow Looping/Chaining: Arrow blitzing with style. Basically what you do
     is this: You fire one arrow and curve it straight up, then you start to
     charge another arrow while still looping the first, when the first arrow
     completes the loop, you release the second arrow, repeat until you have
     as many arrows as you want "layered" and rain them on some fools!
    Video Demonstration: http://www.youtube.com/watch?v=tLuf4UOsQ6Q 
     (Discovered by Sean~)
    Mirror-Shield—- It’s a great defensive tool. It reflects projectiles
     faster and stronger. It also turns people around if they hit the shield
     while it is sparkling, this is called Shield-Shining. It’s great for
     gimping recoveries.
    Recoveries that can be Mirror-Shielded:
    *Bowser’s Up-B
    *Donkey Kong’s Up-B
    *Falco’s Up-B
    *Fox’s Up-B
    *Ike’s Up-B and Side-B
    *Ice Climber's Side-B
    *Jigglypuff's Side-B (Next to useless.)
    *Kirby’s Up-B
    *Lucas’ Up-B
    *Luigi's Up-B and Side-B
    *Ness’ Up-B
    *Marth's Up-B and Neutral-B
    *Peach's Up-B
    *Mario’s Up-B
    *Metaknight's Up-B, Neutral-B, and Side-B
    *Pikachu's Side-B
    *Captain Falcon's Side-B
    *Ganondorf's Side-B
    *Squirtle’s Up-B and Side-B
    *Charizard’s Up-B
    *Samus’ Up-B
    *Toon Link’s Up-B
    *Link’s Up-B
    *Wolf’s Up-B
    *Yoshi's Side-B
    Angel Ring-- Not my favorite move, but it does have some applications. I
     only know of one real technique, though.
    -Angel Ring Tech: This one is kind of tough and limited in it's uses.
     Basically what it does is it combines the aerial movement of an AR
     started in the air and the slide you get when you start an AR on the
     ground. You need to start AR once your momentum reaches 0, I believe.
    Video Demonstration: http://www.youtube.com/watch?v=1gYXFfJ302E
    Wings of Icarus-- Pit's greatest weakness, but also a great strength.
    -Wing Renewal:Useful for chasing down faraway enemies, this AT basically
     gives you more mobility and the ability to use WoI twice in the air. All
     you have to do is once in WoI, skim the ground with Pit's feet. The most
     effective way to do this is to short hop, initiate WoI, touch the ground,
     and then take off after your opponent. Make sure you cancel the wings
     with an attack or else you don't get your wings back.
    Video Demonstration: http://www.youtube.com/watch?v=qMjx1LBnEUg
    -Wing Dash: A complex AT, Wingdashing is one of the most misunderstood
     strategies. Employed by Short-hopping, imediately using WoI, rotating the
     joystick (Counter-clockwise for a left dash, clockwise for a right dash),
     and using D-air. This is mostly used for repositioning Pit to get an
     advantage or to break out of certain attacks because the WoI cancels
     some attacks.
    Video Demonstration: http://www.youtube.com/watch?v=2xI-UAdZdhY
    Gliding-- Very useful. Pit has the fastest glide in the game. Add to that
     a great glide attack and you have something great.
    -Glide Shifting: How to do: as Pit starts his glide, slam down on the
     joystick. If successful, Pit will fast fall before actually starting to
     glide.	Useful for controlling your position and throwing opponents off.
    Video Demonstration: http://www.youtube.com/watch?v=McvPXPF0P60
    -Glide Canceling: A simple one. Just attack before you hit the ground
     during a glide and you will land with no lag. You can do this in quite
     a large window of time before you hit the ground. If done while going
     fast and landing at a somewhat horizontal angle, Pit will slide, opening
     up a world of possibilties.
    Video Demonstration: http://www.youtube.com/watch?v=sS_wynKY36c
    -Glidehop: When on a ledge, drop down and hold the jump button. As soon as
     you start gliding, hold up. If successful, you will be gliding close to
     the ground right after hanging off of a ledge. Useful for going on the
     offensive and mixing things up.	
    Video Demonstration: http://www.youtube.com/watch?v=-918BLZNk2k
    -Single-jump Glide: This is pretty simple. Basically, just jump and jump
     again quickly, but hold the jump button. If performed correctly, you will
     start a glide close to the ground.
    Grabs-- Pit has some beast grabs. Good for setups and damage both, learn
     to use them wisely.
    -Chaingrab: On some characters Pit has a repetitive grab that is hard or
     possible to escape until a certain percentage. This is performed by
     grabbing a compatible opponent and performing a forward throw, then
     running, regrabbing, and repeating.
    Video Demonstration: http://www.youtube.com/watch?v=1X8lyiJOovU
    -Pivot Grab: When running, slam the joystick in the opposite direction
     and instantly do a grab. If done correctly, Pit's grab range will be
     increased.Useful for spacing well and grabbing. Very useful for stopping
     Metaknight's Tornado.
    Video Demonstration: http://www.youtube.com/watch?v=0CbjXbVipWI
    -Shield Grab: This is a simple one. When you have your shield up, press A.
     You will grab faster than if you were to have dropped your shield and
     then grabbed.
    -Angelic Step: When Pit does a spot dodge he takes a small step forward.
     The Angelic step basically takes advantage of that.To perform, do a
     spot dodge, and while Pit is dodging hold back, and once he is done
     (There is a small pause) press forward. If done right, Pit will slide
     forward while spinning. Useful for mindgames and spacing.
    Video Demonstration:
    [MATCH] Matchups
    Here I will give you specific advice against a certain character. 
    This is based on the normal attributes a character has as well as the way
     a good player would be expected to play their character.
        * Bowser
        * Captain Falcon
        * Donkey Kong
        * Falco
        * Fox
        * Ganondorf
        * Ice Climbers
        * Jigglypuff
        * Kirby
        * Link
        * Luigi
        * Marth
        * Mr. Game & Watch
        * Peach
        * Pikachu
        * Mario
        * Ness
        * Samus
        * Yoshi
        * Zelda/Sheik 
        * Diddy Kong
        * Ike
        * King Dedede
        * Lucario
        * Lucas
        * Meta Knight
        * Olimar
        * Pit
        * Pokémon Trainer
        * R.O.B.
        * Snake
        * Sonic
        * Toon Link
        * Wario
        * Wolf
        * Zero Suit Samus 
    [TOURN]General Tournament Rules
    This is directly from the Smash Back Room. Remember these are only
     suggestions, but they are suggested for very good reasons. This is how
     most tournaments will be run.
    SBR Recommended Ruleset
    Super Smash Brothers: Brawl (singles and doubles)
    The following list was created by members of the Smash Back Room (SBR).
     Each rule was debated and voted upon in separate topics. While it is
     always up to the Tournament Organizers (TO) to determine the rules that
     best fit their tournaments, we recommend these rules be used as a base
     guideline to new and experienced TO's alike.
    General rules:
    * 3 Stock
    * 8 minute timer
    * Items are set to "off" and "none"
    * All sets with the possible exception of winner's finals, loser's finals,
      and the championship are best of 3 matches (best of 5 and above is
      recommended for any "finals" matches)
    * In the event of a dispute, controller ports will be selected by
    * No player may choose a stage they have already won on in that set unless
      agreed upon by both players.
    * In team matches, the ports will be determined in a 1221 fashion; whoever
      wins the RPS will choose first, then the opposing team will get their
      ports, and then the teammate of the RPS winner will get the last port.
    * If the timer runs out, the victor is determined first by stock and then
     by percentage.
    * Metaknight's Infinite Cape glitch is banned.
    * If a game ends with Bowser doing his suicide klaw and it ends in sudden
     death, the sudden death will be ignored and that game will count as a win
     for Bowser.
    * You are responsible for your own controller and name tag. Any
      malfunctions or errors that occur are your responsibility, so bring an
      extra controller if possible and always check to make sure you're using
      the correct settings BEFORE a match is played. If a match is to be
      restarted due to controller functions, it must be agreed upon by both
    * Any action that can prevent the game from continuing (i.e., freezing,
      disappearing characters, game reset, etc.) will result in a forfeit of
      that match for the player that initiated the action. You are responsible
      for knowing your own character, and must be wary about accidentally
      triggering one of these effects.
    * Stalling is banned.
       -Stalling: The act of deliberately avoiding any and all conflict
         so that one may make the game unplayable. Running away from an
         opponent to reach a better position is not stalling, while doing an
         infinite grab endlessly against a wall is. Any infinite chain grabs
         most end quickly after 300% has been reached so as to prevent
         excessive stalling.
    Set format (In Order of Procedure):
    1. Opponents choose their characters for the first match *
    2. Opponents start the stage striking procedure
    3. Each player may announce one stage to be banned for counterpicks of the
    4. The first game is played, using the stage chosen during step 2
    5. The loser of the previous match announces the next match's stage from
       either the Starter Stage List or the Counter Stage List
    6. The winner of the previous match chooses their character
    7. The loser of the previous match chooses their character
    8. Repeat steps 5-7 for all proceeding matches
    *Double blind character selection may be called for the first match
    ***Author's Note: There is an extra step/rule in here sometimes, it's
     called Dave's Stupid Rule.
    Posted from SmashWiki:
    Dave's Stupid Rule is a regulation that is in effect at most tournaments.
     While there are minor variations of the rule, they all have the same
     intention: to prevent a player from having an unfair advantage by picking
     the same stage multiple times in a match.
    At the rule's simplest level, no stage that has already been played in a
     round may be picked for another game in the same round. For example, a
     random pick chooses Final Destination for the first game of a Falco vs.
     Ike match. The Falco player loses, so s/he gets to pick the next stage.
     S/he wants Final Destination again, because it's a good Falco stage.
     However, Dave's Stupid Rule states that Final Destination cannot be
     played again in that round, so the Falco player must pick a new stage.
     The rule is named after the smasher Scamp.
    The most common variation of Dave's Stupid Rule is that a player cannot
     pick a stage they have WON on during the round in question. Therefore,
     under this variation, the Falco player would be free to pick Final
     Destination for the second game. However, imagine that Final Destination
     was the randomly selected neutral stage. The Falco player wins, so the
     Ike player counterpicks Battlefield. Ike wins game two. Now, the Falco
     player gets to pick the next stage, but because s/he won on Final
     Destination, s/he can't pick it again.
    Another variation says that if the player counter-picking chooses Random
     for the stage, a stage may be played twice. In some tournaments, where
     only three or four stages are allowed, this is often a viable strategy
     to get the same stage twice in one match. 
    Stage Lists:
    TOs must move stages from the starter/counterpick into either the starter
     or counterpick categories and must move stages from counterpick/banned
     into either the counterpick or banned categories.
    Stages in the Starter/Counter and Counter/Banned list did not receive 2/3
     majority, and therefore you are given the option to put those stages in
     either category, as we did not come to a consensus on it.
    The SBR Recommended rule list uses the stage striking system. In this
     system, players take turns striking stages from the starter list until
     only one remains; these stages are not banned and can be counterpicked
     later in the set. There must be an odd number of starter stages.
    *Final Destination
    *Yoshi's Island
    *Castle Siege
    *Lylat Cruise
    *Pokémon Stadium 1
    *Distant Planet
    *Frigate Orpheon
    *Green Hill Zone
    *Jungle Japes
    *Luigi's Mansion
    *Pirate Ship
    *Pokémon Stadium 2
    *Rainbow Cruise
    *Yoshi's Island (Pipes)
    *Green Greens
    *Mario Circuit
    *Port Town Aero Dive
    *Big Blue
    *Bridge of Eldin
    *Flat Zone 2
    *Hyrule Temple
    *Mario Bros.
    *Mushroomy Kingdom I
    *Mushroomy Kingdom II
    *New Pork City
    *Rumble Falls
    *Shadow Moses
    *Spear Pillar
    *The Summit
    *Wario Ware
    Additional Rules for Double's Play:
    * Life Stealing is allowed
    * Set team attack to ON
    * Hanenbow may be moved from Ban to Counterpick for Doubles
    Optional Rules:
    Some rules were discussed in the SBR but were not deemed to be important
     enough to consider staples to a rule set, or were considered to be too 
     intrusive to be common. We recommended you include any of the following
     optional rules you deem to be necessary and modify them as needed.
    * Port slob picks: On a player's counterpick, that player may opt to redo
     the port selection process with that player or team picking their port
    * Resolving Ties: Any games ending in time running out should always be
     decided by stock, and then percents. If percents are the same or both
     players die simultaneously, there will be a 1 stock overttime or the
     sudden death will be played out. The TO needs to decide which of these
     will be used before the tournament. Bowser's suicide klaw is exempt from
     this rule.
    * Color Blind rule: Should a player have a color-based disability, he or
     she may request in a teams match to have a specific color for their team.
     This is so characters such as Lucario or Sonic can be granted the blue
     team so that there is not unnecessary confusion.
    * Wiimotes and Classic Controller users should know to take the batteries
     out of their controllers after finishing a set; not only will this save
     battery life, but it prevents accidental intereference and delay for
     tournament matches.
    * Pirated copies of Brawl or modded Wii consoles will not be used for
     tournament matches.
    * The Mages DQ rule: After a match has been called, if a player is two
     minutes late he will receive a warning. At 4 minutes late, he will be
     given a loss for the first game of the set. After six minutes, he will be
     given a loss of the entire set.
    * It is recommended to have a station set up specifically for Gamecube
     controllers; this prevents intereference from wiimotes in future matches,
     whether intentional or accidental. This is a great way to make sure the
     finals go smoothly. Alternatively, you could make a station for wiimotes
     only, but it is recommended to have a GC only station.
    * This list is not meant to be copied and pasted, but instead copied and
     adjusted to fit each tournaments situation (time limits, regional
     philosophies, etc.).
    * Some of these stages (Port Town, Skyworld) have been traditionally
     banned. Many of these stages had very fierce debate, the stages position
     on each list is only indicative of the end result of each debate. Some of
     these results have been quite surprising. Many of these stages that many
     banned immediately were put into the counterpick category because the SBR
     could not see any evidence for banning the stage rather than general
     distaste, which is not an adequate reason for removing a stage from the
    * The SBR debated heavily over rule enforcement but decided such decisions
     are currently too broad to be stated within this recommended rule list.
     It is recommended a system be in place to deal with disqualifications for
     players who are late or absent from matches (the Mages DQ rule is a good
     starting point) and for those who violate the rules. There is a list of
     optional rules that have been added for your ease of use.
    * Players are responsible for knowing the rules. No more than the previous
     match should be replayed in the event of a rule violation and it is 
     recommended that any disputes be brought promptly and quickly to the
     TO's attention.
    * For larger tournaments pool play should precede double elimination
     bracket play.
    * Wireless controllers should be discouraged because of interference,
     unreliability (battery life), and time hindrance; it is not advisable to
     ban them as many new players use them and banning their control scheme
     makes it difficult for them to participate.
    * The semi-final and championship sets should be in at least best of 5
    * Drugs and Alcohol should be prohibited at most tournaments due to minor
     involvement and potential legal issues.
    * Any rule-list that closely follows this guideline may include a note in
     its opening post (suggested beneath the tournaments title in smaller
     font) that reads "SBR Certified".
    There you have it, the recommended rule set. I don't know if you will want
     to play in this style, but at least now you know. 
    [STAGE] Choosing a stage
    This section is intended to help you choose a good stage in which to
     fight. I have below all the stages and their ratings in tournaments.
     I will list info on what makes a good stage and what makes a bad one. 
    * Battlefield
    * Final Destination
    * Smashville
    * Yoshi's Island 
    * Castle Siege
    * Delfino Plaza
    * Halberd
    * Lylat Cruise
    * Pokémon Stadium (Melee) 
    * Brinstar (Melee)
    * Corneria (Melee)
    * Distant Planet
    * Frigate Orpheon
    * Green Hill Zone
    * Jungle Japes (Melee)
    * Luigi's Mansion
    * Norfair
    * PictoChat
    * Pirate Ship
    * Pokémon Stadium 2
    * Rainbow Cruise (Melee)
    * Yoshi's Island (Melee) 
    * Green Greens (Melee)
    * Mario Circuit
    * Onett (Melee)
    * Port Town Aero Dive
    * Skyworld 
    * 75m
    * Big Blue (Melee)
    * Bridge of Eldin
    * Flat Zone 2
    * Hanenbow
    * Temple (Melee)
    * Mario Bros.
    * Mushroomy Kingdom (1-1 and 1-2)
    * New Pork City
    * Rumble Falls
    * Shadow Moses Island
    * Spear Pillar
    * Summit
    * WarioWare, Inc. 
    [GLOSS] Glossary
    For the comfort of the reader, I have made a list of terms you should know
     if you want understand what I am talking about. You will see these terms
     all over the Smash world, they aren't just made up by me.
    *Spot Dodge= Press down and your dodge button at the same time. You should
     get an animation of you character dodging and flashing white. Has
     invincibility  frames.
    *SH= Short Hop. Lightly tap your jump button an you should get a jump that
     isn't quite as large as normal.
    *Mindgames= Internal battle between players. Tricks to conceal what you
     are really doing from your opponent.
    *Powershield= If you tap your shield button, you should notice a white
     halo that appears around your shield for a split second. That is a
     perfect shield. If you time it right so an attack hits just as that white
     halo appears, you will be given an advantage to attack your opponent.
    *AT= Advanced Technique. Some exploit of a characters move or physics that
     is used to the players advantage.
    *SSBB= Super Smash Bros. Brawl
    *AR= Angel Ring (Pit's Side-B)
    *WoI= Wings of Icarus (Pit's Up-B)
    *Frame= 1/60 of a second. How attack speed is measured.
    *Shield Push= Knockback a character recieves when he shield an attack. No
     damage is taken, only knockback.
    *Punishment= Using an opponents lag from a move to hit him with an attack
     of your own.
    *Lag= The downtime after certain maneuvers where a player can't do
     anything but hope not to be attacked.
    *Invincibility Frames=
    *Stale-move Negation=
    *Tier List=
    *SBR= Smash Back Room. The Big boys.
    Good places to go for even more info than I have here.
    *Smashboards.com  (Amazing site were thousands of people share tricks and
     (The Super Smash Bros. Wiki)
    *http://www.youtube.com/profile?user=Friezk&view=playlists (My Youtube
     playlists. You will find a lot of good videos by good people here.)
    [CNCT] Contact
    Like I said, my name is Phaigne. (Not really, but for our sake it is.) 
    My email is:
    ______________        _____                     
    ___  __ \__  /_______ ___(_)______ ____________ 
    __  /_/ /_  __ \  __ `/_  /__  __ `/_  __ \  _ \
    _  ____/_  / / / /_/ /_  / _  /_/ /_  / / /  __/@gmail.com 
    /_/     /_/ /_/\__,_/ /_/  _\__, / /_/ /_/\___/ 
    Please feel free to email me about anything Pit or SSBB related. Or if I
     messed this guide up, tell me.
    Some people have told me that as gratitude readers would deposit some
     money into a debit or checking account so I will list that here as well.
     I'm not asking for donations, but I am a poor college student.
    [LGL] Legal stuff and Credit giving
    For use only on GameFAQs as of right now. Contact me if you wish to use
     this guide on your site. Also, if you used me as a source for info,
     credit me by the name Phaigne. 
    Super Smash Bros. Brawl is copyrighted by Nintendo.
    Maniaclyracist: Thank you for the Frame Data 
    Kupo150: For developing ATs and making the guide that heavily influenced
     this one.
    UndrDog: For being a badass with Pit's bow. 
    Sagemoon: For being an amazing Pit main.
    Smashboards.com: For being a great source of imformation and help.
    You: For reading!

    View in: