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Offical Pit Match Up Thread: Looking for Assistance!

Nitrix

Smash Ace
Joined
Jul 1, 2008
Messages
867
Location
London, Ontario
The Pit Board Matchup Thread












Helpful Information


[collapse="Pit Data"]


[collapse="Weight List"]


Weight List
1. Bowser (120)
2. Donkey Kong (116)
3. Snake (113)
4. King Dedede (112)
5. Charizard (110)
6. Ganondorf (109)
7. Samus (108)
8. Wario (107)
8. Yoshi (107)
10. R.O.B. (106)
11. Ike (105)
12. Captain Falcon (104)
12. Link (104)
14. Wolf (102)
15. Ivysaur (100)
15. Lucario (100)
17. Mario (98)
18. Luigi (97)
19. Sonic (95)
20. Lucas (94)
20. Ness (94)
20. Pit (94)
23. Diddy Kong (93)
24. Ice Climbers (92)
24. Toon Link (92)
26. Peach (90)
27. Marth (87)
28. Sheik (85)
28. Zelda (85)
30. Falco (82)
30. Olimar (82)
32. Zero Suit Samus (81)
33. Fox (80)
34. Meta Knight (79)
34. Pikachu (79)
36. Kirby (78)
37. Mr. Game & Watch (75)
37. Squirtle (75)
39. Jigglypuff (68)
[/collapse]

[collapse="Air Speed List"]

Air Speed List
1. Yoshi (1.32)
2. Jigglypuff (1.27)
3. Wario (1.22)
3. Wolf (1.22)
5. Captain Falcon (1.18)
6. Sonic (1.11)
7. Donkey Kong (1.08)
7. Mr. Game & Watch (1.08)
7. Squirtle (1.08)
10. Lucas (1.05)
11. Bowser (1.03)
11. Marth (1.03)
11. Zero Suit Samus (1.03)
14. Charizard (0.99)
14. Lucario (0.99)
14. Samus (0.99)
14. Zelda (0.99)
18. Ness (0.96)
19. Mario (0.94)
19. Snake (0.94)
19. Toon Link (0.94)
22. Ike (0.92)
23. Pikachu (0.91)
24. Falco (0.89)
24. Fox (0.89)
24. Peach (0.89)
24. Pit (0.89)
24. R.O.B. (0.89)
29. Ganondorf (0.85)
29. Kirby (0.85)
29. Sheik (0.85)
32. Diddy Kong (0.83)
33. Olimar (0.82)
34. Link (0.81)
35. Ice Climbers (0.77)
36. Ivysaur (0.75)
36. Meta Knight (0.75)
38. Luigi (0.73)
39. King Dedede (0.66)
[/collapse]

[collapse="Fall Speed List"]

Fall Speed List
1. King Dedede (2.73)
2. Link (2.67)
3. Captain Falcon (2.57)
4. Fox (2.56)
5. Snake (2.42)
6. Falco (2.39)
7. Pikachu (2.38)
8. Ganondorf (2.31)
8. Ike (2.31)
10. Donkey Kong (2.21)
10. Sheik (2.21)
12. Marth (2.10)
12. Squirtle (2.10)
14. Diddy Kong (2.00)
14. Sonic (2.00)
14. Zero Suit Samus (2.00)
17. Pit (1.99)
18. Wario (1.96)
19. Bowser (1.95)
19. Meta Knight (1.95)
21. Lucas (1.92)
22. Kirby (1.90)
22. Toon Link (1.90)
22. Wolf (1.90)
25. Charizard (1.89)
25. Ivysaur (1.89)
27. Ness (1.83)
28. Olimar (1.82)
29. Yoshi (1.81)
30. Mario (1.79)
31. Mr. Game & Watch (1.74)
32. Luigi (1.71)
33. Ice Climbers (1.68)
33. Lucario (1.68)
33. R.O.B. (1.68)
36. Zelda (1.58)
37. Samus (1.50)
38. Peach (1.47)
39. Jigglypuff (1.37)
[/collapse]

[collapse="Walk Speed List"]

Walk Speed List
1. Marth (1.5)
2. Fox (1.45)
3. Sonic (1.40)
4. Zero Suit Samus (1.33)
5. Sheik (1.30)
5. Wolf (1.30)
7. Falco (1.28)
8. Diddy Kong (1.25)
9. Pikachu (1.24)
10. Meta Knight (1.22)
10. Toon Link (1.22)
12. Donkey Kong (1.20)
12. Link (1.20)
12. Squirtle (1.20)
15. Pit (1.18)
16. Yoshi (1.15)
17. Mario (1.10)
17. Mr. Game & Watch (1.10)
17. R.O.B. (1.10)
20. Luigi (1.08)
21. Ivysaur (1.05)
21. Samus (1.05)
23. Lucario (1.00)
24. Ice Climbers (0.96)
25. King Dedede (0.95)
25. Kirby (0.95)
27. Olimar (0.90)
28. Ike (0.88)
29. Ness (0.86)
29. Peach (0.86)
31. Captain Falcon (0.85)
31. Wario (0.85)
33. Snake (0.84)
34. Lucas (0.82)
35. Bowser (0.80)
35. Zelda (0.80)
37. Ganondorf (0.73)
38. Charizard (0.70)
38. Jigglypuff (0.70)
[/collapse]

[collapse="Running Speed List"]

Running Speed List
1. Sonic (3.50)
2. Captain Falcon (2.18)
3. Fox (2.08)
4. Zero Suit Samus (1.93)
5. Sheik (1.92)
6. Meta Knight (1.85)
7. Charizard (1.80)
8. Pikachu (1.76)
9. Diddy Kong (1.72)
10. Marth (1.70)
11. Yoshi (1.68)
12. Toon Link (1.65)
13. Donkey Kong (1.62)
14. Pit (1.58)
15. Mr. Game & Watch (1.55)
16. Bowser (1.53)
17. Ivysaur (1.50)
17. Lucas (1.50)
17. Mario (1.50)
17. R.O.B. (1.50)
21. Samus (1.45)
22. Falco (1.43)
23. Lucario (1.41)
24. Olimar (1.40)
24. Wolf (1.40)
26. Ice Climbers (1.39)
26. Ness (1.39)
28. Ike (1.37)
28. Kirby (1.37)
28. Squirtle (1.37)
31. Peach (1.35)
31. Snake (1.35)
31. Wario (1.35)
34. Luigi (1.34)
35. Link (1.33)
36. King Dedede (1.22)
36. Zelda (1.22)
38. Ganondorf (1.16)
39. Jigglypuff (1.10)
[/collapse]

[collapse="Spot Dodge List"]


Spot Dodge List
2-20 / 22 Link
2-20 / 22 Pikachu
2-20 / 22 Falco
2-20 / 22 Yoshi
2-20 / 22 Toon Link
2-20 / 24 Marth

2-20 / 25 Mario
2-20 / 25 Samus
2-20 / 25 Zero Suit Samus
2-20 / 25 Kirby
2-20 / 25 Fox
2-20 / 25 Game & Watch
2-20 / 25 Luigi
2-20 / 25 Diddy
2-20 / 25 Zelda
2-20 / 25 Sheik
2-20 / 25 Pit
2-20 / 25 Metaknight
2-20 / 25 Squirtle
2-20 / 25 Ivysaur
2-20 / 25 Charizard
2-20 / 25 Ike
2-20 / 25 Snake
2-20 / 25 Peach
2-20 / 25 Ganondorf
2-20 / 25 Ice Climbers
2-20 / 25 Wolf
2-20 / 25 Lucario
2-20 / 25 Ness
2-20 / 25 Sonic
2-20 / 25 Wario
2-20 / 25 R.O.B
2-20 / 25 Captain Falcon
2-20 / 25 Lucas

3-20 / 25 Olimar
3-16 / 25 Jigglypuff
2-20 / 27 King Dedede
2-23 / 30 Donkey Kong
3-24 / 32 Bowser
[/collapse]

[collapse="Forward Roll List"]

Forward Roll List
5-12 / 23 Metaknight
4-19 / 27 Lucario
4-17 / 27 Pit
4-15 / 27 Zero Suit Samus
4-19 / 29 Diddy
4-19 / 29 Squirtle

4-20 / 31 Kirby
4-19 / 31 Donkey Kong
4-19 / 31 Fox
4-19 / 31 Pikachu
4-19 / 31 Luigi
4-19 / 31 Zelda
4-19 / 31 Sheik
4-19 / 31 Falco
4-19 / 31 Peach
4-19 / 31 Ganondorf
4-19 / 31 Ice Climbers
4-19 / 31 Wolf
4-19 / 31 Ness
4-19 / 31 Sonic
4-19 / 31 Captain Falcon
4-19 / 31 Lucas

3-19 / 32 Jigglypuff
4-19 / 32 Mario
4-19 / 32 Ivysaur
4-19 / 32 King Dedede
4-19 / 32 Olimar

4-19 / 33 Ike
4-21 / 34 R.O.B
4-19 / 34 Yoshi
4-19 / 35 Charizard
4-19 / 35 Marth
4-19 / 35 G&W
4-17 / 35 Snake

4-21 / 37 Wario
4-19 / 37 Link
4-19 / 37 Toon Link
5-20 / 39 Bowser
4-23 / 44 Samus

[/collapse]

[collapse="Back Roll List"]

Back Roll List
4-19 / 27 Lucario
4-19 / 29 Diddy
4-19 / 29 Squirtle

4-20 / 31 Kirby
4-19 / 31 Donkey Kong
4-19 / 31 Fox
4-19 / 31 Pikachu
4-19 / 31 Luigi
4-19 / 31 Zelda
4-19 / 31 Sheik
4-19 / 31 Falco
4-19 / 31 Lucas
4-19 / 31 Wolf
4-19 / 31 Ness
4-19 / 31 Sonic
4-19 / 31 Ganondorf
4-19 / 31 Ice Climbers
4-19 / 31 Captain Falcon
5-20 / 31 Peach

4-19 / 32 Jigglypuff
4-19 / 32 Mario
4-19 / 32 King Dedede
4-19 / 32 Ivysaur
4-19 / 32 Olimar
4-17 / 32 Pit

4-19 / 33 Snake
4-12 / 33 Metaknight
4-21 / 34 R.O.B
4-23 / 35 Marth
4-19 / 35 G&W
4-19 / 36 Charizard

4-21 / 37 Wario
4-19 / 37 Ike
4-19 / 37 Link
4-19 / 37 Zero Suit Samus
4-19 / 37 Yoshi
4-19 / 37 Toon Link
5-20 / 39 Bowser
4-23 / 44 Samus
[/collapse]

[collapse="Air Dodge List"]

Air Dodge List
3-29 / 39 Metaknight
4-29 / 39 Zero Suit Samus
4-29 / 39 Diddy
4-29 / 39 Pit
4-29 / 39 Squirtle
4-29 / 39 Ivysaur
4-29 / 39 Charizard
4-29 / 39 Ike
4-29 / 39 Snake
4-29 / 39 King Dedede
4-29 / 39 Lucario
4-29 / 39 Wario
4-29 / 39 R.O.B
4-29 / 39 Olimar

4-29 / 48 Ice Climbers
4-29 / 48 Ness
4-29 / 48 Sonic
4-29 / 48 Lucas

4-30 / 49 Bowser
4-29 / 49 Mario
4-29 / 49 Donkey Kong
4-29 / 49 Link
4-29 / 49 Samus
4-29 / 49 Kirby
4-29 / 49 Fox
4-29 / 49 Pikachu
4-29 / 49 G&W
4-29 / 49 Luigi
4-29 / 49 Zelda
4-29 / 49 Sheik
4-29 / 49 Falco
4-29 / 49 Yoshi
4-29 / 49 Ganondorf
4-29 / 49 Wolf
4-29 / 49 Toon Link
4-29 / 49 Captain Falcon
4-29 / 49 Jigglypuff

5-30 / 49 Marth
4-19 / 49 Peach
[/collapse]

[/collapse]


[collapse="Suggested Stage Counterpicks"]

:bowser2:Bowser
Counterpicks: Frigate Orpheon, Final Destination, Lylat
Bans: Norfair, Corneria

:falcon:Captain Falcon:
Counterpicks: Final Destination, Battlefield
Bans: Distant Planet, Corneria

:diddy: Diddy Kong:
Counterpicks: Norfair, Rainbow Cruise, Lylat Cruise
Bans: Final Destination, Yoshi's Island

:dk2:Donkey Kong:
Counterpicks: Lylat Cruise, Frigate Orpheon
Bans: Corneria, Jungle Japes

:falco: Falco
Counterpicks: Norfair, Rainbow Cruise
Bans: Jungle Japes, Final Destination

:fox: Fox:
Counterpicks: Lylat Cruise, Frigate Orpheon
Bans: Corneria, Halberd, Yoshi's Island, Green Greens

:gw: Game & Watch:
Counterpicks: Final Destination, Brinstar
Bans: Green Greens, Corneria

:ganondorf: Ganondorf
Counterpicks: Final Destination, Frigate Orpheon
Bans: Pirate Ship, Corneria

:popo: Ice Climbers
Counterpicks:Norfair, Rainbow Cruise
Bans: Final Destination, Pictochat

:ike: Ike
Counterpicks: Final Destination, Lylat Cruise
Bans: Pirate Ship, Corneria

:jigglypuff: Jigglypuff
Counterpicks: Battlefield, Lylat Cruise
Bans: Jungle Japes, Frigate Orpheon

:dedede: King Dedede
Counterpicks: Battlefield, Norfair
Bans: Pokemon Stadium 1, Green Greens, Castle Siege

:kirby2: Kirby
Counterpicks: Lylat Cruise, Delfino Plaza
Bans: Rainbow Cruise, Yoshi's Island

:link2: Link
Counterpicks: Frigate Orpheon, Lylat Cruise
Bans: Norfair, Pirate Ship

:lucario: Lucario
Counterpicks: Lylat Cruise, Frigate Orpheon
Bans: Luigis Mansion, Jungle Japes

:lucas: Lucas
Counterpicks: Battlefield, Lylat Cruise
Bans: Brinstar, Yoshi's Island

:luigi2: Luigi
Counterpicks: Norfair, Luigi's Mansion
Bans: Corneria, Yoshi's Island

:mario2: Mario
Counterpicks: Norfair, Final Destination
Bans: Corneria, Yoshi's Island, Halberd

:marth: Marth
Counterpicks: Brinstar, Lylat Cruise
Bans: Yoshi's Island, Battlefield, Green Greens

:metaknight: Metaknight:
Counterpicks: Final Destination
Bans: Green Greens, Lylat Cruise, Yoshi's Island

:ness2: Ness
Counterpicks: Battlefield, Lylat Cruise, Frigate Orpheon
Bans: Brinstar, Luigi's Mansion

:olimar: Olimar
Counterpicks: Frigate Orpheon, Rainbow Cruise
Bans: Norfair, Luigi's Mansion, Corneria

:peach: Peach
Counterpicks: Norfair, Delfino Plaza, Halberd
Bans: Castle Siege, Luigi's Mansion, Green, Greens

:pikachu2: Pikachu
Counterpicks: Battlefield, Lylat Cruise
Bans: Final Destination, Corneria

:pt: Pokemon Trainer
Counterpicks: Frigate Orpheon, Battlefield
Bans: Corneira, Castle Siege

:rob: R.O.B
Counterpicks: Norfair, Battlefield
Bans: Luigi's Mansion, Yoshi's Island, Rainbow Cruise

:samus2: Samus
Counterpicks: Rainbow Cruise, Delfino Plaza
Bans: Yoshi's Island, Luigi's Mansion

:shiek: Sheik
Counterpicks: Final Destination, Delfino Plaza, Halberd
Bans: Yoshi's Island, Corneria

:snake: Snake
Counterpicks: Norfair, Rainbow Cruise, Jungle Japes
Bans: Corneria, Halberd

:sonic: Sonic
Counterpicks: Norfair, Lylat Cruise
Bans: Corneria, Rainbow Cruise

:toonlink: Toon Link
Counterpicks: Frigate Orpheon, Lylat Cruise
Bans: Pirate Ship, Corneria

:warioc: Wario
Counterpicks: Smashville, Final Destination
Bans: Jungle Japes, Yoshi's Island

:wolf: Wolf
Counterpicks: Frigate Orpheon, Lylat Cruise
Bans: Yoshi's Island, Luigi's Mansion

:yoshi2: Yoshi
Counterpicks: Frigate Orpheon, Lylat Cruise
Bans: Halberd, Corneria, Rainbow Cruise

:zelda: Zelda
Counterpicks: Norfair, Lylat Cruise
Bans: Luigi's Mansion, Brinstar, Corneria

:zerosuitsamus: Zero Suit Samus
Counterpicks: Frigate Orpheon, Rainbow Cruise
Bans: Luigi's Mansion, Yoshi's Island
[/collapse]


[collapse="Helpful Pit Threads"]


SHART (Short Hopped Angel Ring Tech) Thread

http://www.smashboards.com/showthread.php?t=274969

Pit AT Montage by Ayoub

http://www.smashboards.com/showthread.php?t=282534

Grab Releases

http://www.smashboards.com/showthread.php?t=252871

Guide for Advanced Pit

http://www.smashboards.com/showthread.php?t=177160

Dr.X Pit Guide

http://www.smashboards.com/showthread.php?t=217044

Spikable Characters at the ledge

http://www.smashboards.com/showthread.php?t=190021

Wing AT's

http://www.smashboards.com/showthread.php?t=217814

Arrow Follow Ups

http://www.smashboards.com/showthread.php?t=273494

[/collapse]



[collapse="Previous Matchup Discussions"]




Old Matchup Discussion

http://www.smashboards.com/showthread.php?t=174796

:metaknight: MK Discussion

http://www.smashboards.com/showthread.php?t=212803

:metaknight:Another MK Discussion

http://www.smashboards.com/showthread.php?t=262257

:snake: Snake Discussion

http://www.smashboards.com/showthread.php?t=267528

:snake: Snake Discussion

http://www.smashboards.com/showthread.php?t=201644

:pikachu: Pikachu Discussion

http://www.smashboards.com/showthread.php?t=268528

:diddy: Diddy Kong Discussion

http://www.smashboards.com/showthread.php?t=268527


:wario: Wario Discussion

http://www.smashboards.com/showthread.php?t=226329

:wario: Wario Discussion

http://www.smashboards.com/showthread.php?t=262283

:wario: Wario Discussion

http://www.smashboards.com/showthread.php?t=199833


:zerosuitsamus: Zero Suit Samus Discussion

http://www.smashboards.com/showthread.php?t=268529

:zerosuitsamus: Discussion

http://www.smashboards.com/showthread.php?t=246704

:dedede: King Dedede Discussion

http://www.smashboards.com/showthread.php?t=267529

:gw: Game and Watch Discussion

http://www.smashboards.com/showthread.php?t=263056

:gw: Game and Watch Discussion

http://www.smashboards.com/showthread.php?t=229007

:ike: Ike Discussion

http://www.smashboards.com/showthread.php?t=263629

:falco: Falco Discussion

http://www.smashboards.com/showthread.php?t=234333

:marth: Marth Discussion

http://www.smashboards.com/showthread.php?t=254261

:bowser: Bowser Discussion

http://www.smashboards.com/showthread.php?t=250721

:dk2: Donkey Kong Discussion

http://www.smashboards.com/showthread.php?t=243385

:toonlink: Toon Link Discussion

http://www.smashboards.com/showthread.php?t=267530

:toonlink: Toon Link Discussion

http://www.smashboards.com/showthread.php?t=245870

:pikachu: Pikachu Discussion

http://www.smashboards.com/showthread.php?t=246276


:diddy: Diddy Kong Discussion

http://www.smashboards.com/showthread.php?t=246281

:rob: ROB Discussion

http://www.smashboards.com/showthread.php?t=217509

:pt: Pokemon Trainer Discussion

http://www.smashboards.com/showthread.php?t=232665

:popo: Ice Climbers Discussion

http://www.smashboards.com/showthread.php?t=231183



:sonic: Sonic Discussion

http://www.smashboards.com/showthread.php?t=212871



[/collapse]


Matchup Summaries


Diddy Kong:

Link to Thread: http://www.smashboards.com/showthread.php?t=208012
Advantage Ratio: 60:40
Summary:
Nanerz, Nanerz, Nanerz!!!

Diddy Kong sometimes considered the “other” monkey is capable of turning around the course of a game in a heartbeat in a mixed flurry of fur and bananas. This matchup isn’t bad for Pit but it isn’t easy enough that you can be complacent and hope to win with no effort.

First lets a take a look at the main tool in Diddy’s game, his self produced item, the banana peel. Arguably the most annoying projectile in the game, Diddy Kong’s banana peels cause the opponent to trip whether Diddy directly throws them into an opponent or if you run over them while they are on the ground allowing Diddy Kong to follow up with either an attack of his choice or a grab. His ability to lay down two banana peels at once also gives him great stage control and enables him to shut down opponents who prefer to approach on the ground. However, bananas that hit an opponent while he is in the air will only cause damage and won’t have any adverse effects such as tripping. With that in mind, and an angel at your disposal you should know by the time I finish this sentence that you’re going to generally want to take this fight to the sky. However, that doesn’t mean you’re totally helpless on the ground, in fact you’re not really at as large as a disadvantage as you might think here.

Diddy’s ground game is mostly centered around his bananas and the ability to compile a large amount of damage in a short amount of time as long as the momentum of the match swings his way, conversely Pit has a number of ways with which he can interrupt Diddy’s momentum bringing the tempo of the game down to a level that you’ll be more comfortable with. Angel Ring and Palutena’s Arrow are going to be your main tools in disrupting Diddy’s momentum, each with its own significant purpose in the matchup. As you should know, Pit has two reflectors, the previously mentioned Angel Ring and the Mirror Shield, each with its own specific differences from the other. Ideally in this matchup you’re going to want to use the Angel Ring to reflect Diddy’s bananas as the lunge forward as well as well as the larger reflecting surface, really aid more in disrupting Diddy’s flow than the stationary Mirror Shield, which although can be useful at opportune times can result in an easily baited punishment from a smart player. Palutena’s Arrow is also ideal for limiting Diddy’s banana approach from a distance and even in relatively close areas can prevent Diddy from following up with an attack string or a grab.

With Pit limiting Diddy’s ground game somewhat as well as generally staying airborne during the course of the match Diddy will look to take the fight to the air and the chimp is no slouch in the aerial department and is quite capable of taking out an unprepared Pit. However you do generally outclass Diddy in this part of combat and with some smart playing you should come out on top most of the time. It should be noted that most Diddy’s actually combo into their aerials though their dash attack however, Pit’s Dtilt and SH Dair can easily punish a Diddy that decides to get dash happy. Back on the subject of aerials, versus a Diddy the main aerial attacks you’re going to be looking out for are his Fair and Bair, but Diddy’s won’t miss out on a possible chance to spike you with their Dair so that is something you should always keep in mind when offstage. Ideally you are going to want to either get over or under Diddy where you can either use your Dair to pop him into the air or your Uair to rack up damage but Fair, Bair and Nair all useful here with Fair having the potential of gimping Diddy and Bair capable of killing Diddy at relatively low percentages, while Nair as always being a decent move for racking up damage. SH Nair also doubles as a relatively easy way to pick bananas that are on the ground as well as bananas falling in the air. Wingdashing over banana peels also allow you to pick them up, so that’s one more thing to keep in mind.

As far as gimping is concerned it’s not going to be particularly easy for you to gimp Diddy as he has a fairly versatile recovery encompassing both his Side B and Up B. Diddy’s mostly recover using their Side B and only really use their Up B is necessary, however, if you do manage to force a Diddy to use his Up B then you have the option of gimping him with either your arrows or with any attack as either will force his rocket barrels to detach and most likely lose a stock, even throwing one of Diddy’s own bananas work, but keep in mind the rocket barrels can fly at you and have ko potential, so they should be avoided. On Diddy’s side it isn’t as hard as it is for most characters to gimp Pit but if a Diddy does somehow force you to use up all of your jumps as well as your glide and you have to rely on your WOI to recovery you should note than an aerial, a peanut from his peanut pop gun or simply a throw banana can spell doom for you in this state so if so take care to be especially careful against a Diddy in forced into this situation.

In the end, Diddy is a very momentum based character and allowing an opposing Diddy to get good momentum is not going to be a pretty picture for you. However, Pit has a fair amount of tools with which he can prevent Diddy from gaining momentum as well as bringing slowing down or even stopping him from gaining much momentum at all. This matchup isn’t extremely difficult nor is it a tremendously easy match, but stay on your toes, or rather in the air and you should be able to win this one without too much of a hassle.
Donkey Kong:

Advantage Ratio: 60:40
Summary:
Incredibly far reaching attacks, powerful kill moves and being relatively fast for such a big guy makes Donkey Kong quite the formidable opponent. It doesn't help that he is also the second heaviest character in the game but, how does he fare against Paletuna's loyal servent?

DK easily outranges Pit and due to the strength of his attacks and his heavy weight, you're going to be seeing DK live to some obscene percentages while you will find yourself simply being KOed around 100% if you try to take him head on. However, Pit is hardly at a disadvantge in this matchup. On the contrary we could say Pit actually has the overall advantage! Pits Arrows play a key role in this fight, limiting a number of DKs options and allowing Pit to get kills easier than one might initially expect. DKs are infamous for their effective Bair approach which can be quite problematic for most characters, however, this isn't the case with this angel as Pit's Arrows disable this approach and force DK players to find an alternative means of approaching.

Pit's Arrows also eat up DK's midair jump relatively easily, which leads me on to another one of Pits advantages in this matchup, the Mirror Shield. As we know the Mirror shield is capable of reversing the direction of most melee attacks and DK's Up B is no exception. Off the edge DK is already vunerable due to his limited options for recovery and Pits exceptional ability to gimp most opponents but the Mirror Shield's attack reversing capabilities means that a DK forced to use his Up B is pretty much a dead DK.

With these satiable amount of advantages one might think that this match would be entirely in Pit's favour, but of course things are never that easy. DK isn't exactly going to walk off the edge for you to kill him. The hardest part of the matchup is in fact actually forcing DK off the edge to try to edgeguard him. DK is heavy, and difficult for Pit to force off the edge and its unavoidable, you had to get up in this big apes face at some point. This is where DK excels and where Pit needs to be most careful to avoid DK racking up too much damage and scoring an easy KO with his multitude of killing moves. Watch out for DK's Dtilt, which has long reach and is capable of tripping you, which can set you up for another combo, DKs' Nair is also extremely good and kills at low percentages and DK's Up B has super armor frames so be extremely wary of these three moves. DK is not without his own problems at close range though. At the beginning of a stock Pit can chaingrab DK to about 40% and then follow up with a down grab to Uair resulting in a decent amount of damage. Pits nairs are also extremely effective at wearing down DK's mediocre shield and can rack up major damage, the same can be said for Pits Uair and an airbourne DK.

At the end of it all this is one of Pit's easiest matchups and a totally uphill battle for an opposing DK. Take advantage of DK's big frame with your multi-hitting moves, arrows and his gimpable recovery and watch out for DK's powerful kill moves and you should come out on top.

King Dedede:

Link to Thread: http://www.smashboards.com/showthread.php?t=204215
Advantage Ratio: 50:50
Summary:
The King is here!

King Dedede has a fair amount of advantages that lend to his aid in most matchups, namely his Dthrow Chain Grab, his inability to be KOed at low percentages and in turn his ability to KO opponents at relatively low percentages as well as his excellent recovery.
First of all let’s deal with his grab game. Dedede has a Chain Grab on most of the cast with his Dthrow, Pit included. It is a bit harder for Dedede to Dthrow Pit in comparison to most of the cast but in the higher echelons of play this factor is almost negligible and if you get grabbed, expect a series of Dthrows to follow in quick succession. After reaching the edge of the stage with the Chain Grab, Dedede has a number of options that will result in him piling on even more damage such as his Bthrow which deals an impressive 16%, his Fthrow which deals 13%, Ftilt and Dtilt which can kill at higher percentages. You’re best option in the immortal words of which ever smasher said it first is simply “Don’t get grabbed”. Obviously preventing a grab against Dedede for an entire game is improbable due to his ridiculous grab range and the fact that you have to get close to him at some time to actually kill him but Pit has a fair amount of options that will lessen his chances of being grabbed while still being able to approach and significantly damage Dedede. It should be of note however that Pit actually has his own Chain Grab against Dedede with repeated Fthrows to about 40%, which makes for a nice way to rack up some damage at the beginning of a stock, but be careful getting close enough to grab Dedede least you switch roles and become the one on the end of a Chain Grab.

As far as approaching is concerned SH Nair is going to be to your most effective one. It can shield poke larger targets such as Dedede and if you DI over Dedede’s head or retreat with it then it becomes almost impossible for him to retaliate with a grab. Another option is FH Dair. When used with a full hop Dair becomes impossible to shield grab, especially since you can retreat with other aerials but take care not to SH Dair as you can and will be grabbed after it. Also make sure you space yourself well to avoid a possible Utilt, which can kill Pit at relatively low percentages.

While on the subject of kill moves it should be noted that Dedede has quite a few ways in which he can dispose of his opponents. His most common and practical way of killing is hit Utilt, which comes out pretty quickly and can be used to punish missed or shielded aerials. His Dsmash and Usmash are also killers but they have considerable start up and cool down lag so shield and punish each accordingly. Dedede’s Bair can also be used as a kill move at higher percentages and he can also WOP with it at lower ones. Through air dodging and your multiple jumps it should be relatively easy for Pit to avoid being killed via a WOP but take care to avoid Dedede’s Fair as well as it is somewhat slow on start up but it has good knockback. There is also the option of his Fsmash, Jet Hammer and his Dash attack, but they are abysmally slow and easily telegraphed, so they shouldn’t pose much of a threat.

As you can see Dedede has a myriad of moves that can take Pit out but Pit on the other hand is at somewhat of a loss when it comes to actually trying to KO Dedede due to his heavy weight. However all is not lost as Pit can rack up damage on Dedede pretty fast so more or less both characters should be KOing each other around the same time provided you don’t let Dedede rack up too much damage. Pit also has the option of gimping Dedede off stage as Dedede has a fairly poor horizontal recovery so its easy to rack up damage and eat his jumps with your arrows when he is trying to recover as well as WOP him with Fairs of your own.
Overall it’s not too hard of a match for Pit and doing well in this matchup is mostly going to be about your spacing, avoiding his grabs whilst retaliating with attacks of your own, attempting to gimp Dedede where possible and just never allowing Dedede to maintain momentum in this matchup.

Marth:

Link to Thread: http://www.smashboards.com/showthread.php?t=204736
Advantage Ratio: 40:60
Counter Pick Stages:
Stages to Avoid:
Summary:
Marth, the only guy capable of wearing a tiara while still being considered a worthy adversary.

Marth is a very balanced character, who has speed, range and power all packed together to create one of the games most capable opponents. Marth isn't all advantages however and does have some significant weakness that can be exploited fairly easily with a bit of effort. First of all Marth is extremely light for a guy of his size, lighter than Pit in fact which means that you shouldn't have much trouble KOing him. Comparatively Marth doesn't have much trouble KOing you either as his smashes are strong and will KO you at lower percentages, especially if Marth manages to land a tipper with any of them. However none of Marths smash attacks are safe for him on block but i'll delve into that a bit later in the summary.

Another weakness of Marth lies in his recovery. Marth has good vertical recovery with his Dolphin Slash (Up B), however his horizontal recovery is extremely poor and generally if Marth is sent far enough from the stage it becomes pratically impossible for him to recover. This is one aspect of the matchup where a Pit should definitely aim to take advantage of. Pit's Arrows eat away at his jumps and push Marth further away from the stage, coupled with the fact that Pit can WOP Marth off the stage as well as reverse the direction of his Dolphin Slash with his Mirror Shield all make for quite an advantageous situation once Pit gets Marth offstage. Pits should however still be wary when chasing a Marth offstage with a WOP as Marth has more than enough aerial options to challenge Pit even when on the defensive, therefore your best option is to generally ping Marth with Arrows to eliminate his second jump before attempting to WOP him, therefore even if he attempts to try to prevent your WOP by attacking you he still remains in a disadvantageous position when trying to get back to the stage. If you're feeling confident you can even attempt Mirror Shielding his attacks offstage as a sort of psuedo-WOP, but it is discouraged as you generally have safer options.

Marths last real "weakness" is that most of his attacks including all of his smashes aren't really safe on block unless spaced correctly. This "weakness" isn't as easily exploited as his other ones especially with Pit's comparatively poor melee options in this matchup but it is possible to create openings in Marths game with which you can capatalize on, primarily your grabs which can lead to other follow-ups and your Fsmash which can punish Marth relatively well OoS. You don't really have to worry much about diminishing your Fmash in this matchup as your Dsmash will generally kill Marth around the same percentage Fsmash would and for the most part just as reliable. You can however alternate which move you want to use, Fsmash as the punisher and Dsmash as the killer or vice versa, but take care not to readily use both moves for punishing least you diminsh both to the point where they are hard to kill with. In addition Pit will always force Marth to approach due to his Arrows which means Marth has to take the offensive in this matchup. It's at this point when Marth has gotten inside his comfort zone that you now have to focus mostly on your spacing. For the most part in this matchup you are going to want to get underneath Marth where he has somewhat of a blindspot. Your Uair, Dthrow, Usmash and Utilt are great moves when in this position and will help greatly in building up damage for a possible KO. However take care not to be too predictable as Marth's Counter (Down B) can seriously put a damper in your plans if you give him ample oppurtunities to use it.

Overall its definitely a tough matchup, one that is going to require patience and quick reactions. Your Arrows and your spacing are going to be one of the key elements in this matchup so don't utilize them correctly and it's your funeral.


Link to Thread: http://smashboards.com/showthread.php?t=197928
Advantage Ratio: 50:50
Summary:
Short, yellow and shocks things...enough said.

Seriously speaking, Pikachu is one hell of a character with few disadvantages and quite a challenge for most opponents, Pit included.

First of all Pikachu is short which means hes going to be a bit harder to hit with your arrows than most characters and this problem is only aggravated by his ability to crawl and the use of his erratic Quick Attack Cancels. Pikachu also has two projectiles, the first being Thunder Jolt, a projectile that travels along the stage as well as over edges and Thunder, a projectile that is initiated in the sky. Similar to other characters with projectiles Pikachu will be spamming them (Thunder Jolt) anytime he isn't directly attacking you, however Pit has two reflectors, so put them to good use and you shouldn't have too much of a problem with Thunder Jolt. Thunder is a bit different. The same principles apply in that your reflectors will still turn Pikachu's own attack againt him but because of the properties of this move you should still remain cautious when fighting Pikachu. As previously mentioned Thunder starts in the air and comes down to the stage in a long vertical path and is easily capable of killing off the top of the screen, Pikachu's will use this move sparingly due to Pit's reflectors but it is still definitley a move to be wary of especially when recovering with WOI or Gliding.

Pikachu also has extremely good aerials albeit being short ranged and can pose quite a problem to Pit. You're definitley going to want to keep this fight on the ground where the only moves you're really going to have to worry about will be Pikachu's Down Smash which you should always remember to DI upwards out of and his Forward and Up Smashes which are somewhat predictable. The advantage on the ground is definitely Pits so aim to keep the fight there as long as possible. Aside from Aerials, Pikachu also has excellent recovery options with Skull Bash and Quick Attack so don't think you're going to be gimping a good Pikachu anytime soon. Pikachu however has a better chance of gimping Pit than most characters due to the fact that he won't be scared to take the fight to the air and Thunder Jolt can also be used as a way to knock a Pit recovering from underneath a stage out of his Up B, so be cautious here as well.

Pikachu has a lot going for him, but remember he's still a light character and can be KOed fairly easily. Arrow usage although not as prominent as in most matchups is still quite important. As far as stages go i'd recommend No Fair as a counter pick as the platforms will definitley help against Pikachu in terms of limiting his attacking options, and take care to avoid stages like Final Destination or Smashville where Pikachu can readily abuse moves like QAC and Thunder.

Snake:

Link to Thread: http://www.smashboards.com/showthread.php?t=201644
Advantage Ratio: 55:45
Summary:
Solid Snake, currently occupying the second spot on the tier list you can be assured that he can be quite potent in the right hands.

Ok first of all Snake is heavy, (the third heaviest character in the game),has a fantastic and powerful close range moveset with a few moves having some deceivingly large hitboxes and his myriad of projectiles which allow him to more or less control the stage and the tempo of the game at his leisure, if he weren’t playing Pit that is.

Snakes projectile game consists of 5 projectiles; more than any other character in the game and each of them have their own distinct purposes. First are his Grenades. A projectile that comes out on frame 1 and lasts for 5 seconds before it explodes. Snake can utilize this projectile in quite a number of ways. It enables Snake to potentially get out of chain grabs as well as combos from other characters once he is able to pull it out before that opposing character’s attack connects with Snake. If he is successful then his opponent’s attack will hit the Grenade and it will explode on impact, damaging both Snake and his opponent and with Snakes heavy weight and above average recovery he won’t mind taking a little damage here or there as he will generally live to some fairly high percentages. This aspect of Snake’s game is a pure nuisance for Pit as a lot of Pit’s attacks such as Uair and Nair are multi-hitting attacks and will cause the Grenade to explode before the attack is finish. Snake can also throw these Grenades , which do roughly the same damage as one of Pit’s Arrows if they hit you directly and significantly more damage if they explode on you, however it should be of note that Pit can reflect these back at Snake using either Angel Ring or Mirror Shield without much if any harm to himself, but should be wary if Snake “cooks” the Grenade (holding it himself until it is near ready to explode) before throwing it as you won’t be able to reflect the explosion with the Angel Ring and you will get hit. However, Mirror Shield will enable you to block the explosion if you are directly behind it so most of the time you should be opting for Mirror Shield over Angel Ring when attempting to reflect Grenades.

Snakes next projectile is his C4, a projectile that can be stuck to any character or placed on the ground and detonated at Snake’s leisure. This projectile is extremely annoying as you have to constantly keep in mind where Snake has placed it and generally avoid that area of the stage as much as possible to avoid being hit. Sounds easy enough but the C4 is extremely small and camouflages well in certain stages and it’s easy to remember it’s there until it’s too late. If Snake stick the C4 to you directly then he is free to hit you whenever he pleases however when it is detonated it is possible to shield the explosion to avoid damage so if you find yourself stuck with a C4 it would be best to avoid the air until you can get the C4 to drop off or until Snake detonates it himself.

The Mortar or Snake’s Up Smash is a projectile where Snake places a launcher on the ground and fires a Mortar upwards that explodes on contact with and opponent or when it makes contact with the ground after falling, Snake is also unaffected by the resulting explosion. The Mortar can be a bit of a hassle for Pit when trying to make it back to the stage but it follows a set trajectory and is generally easy to avoid through Gliding, the use of Woi or simply spacing your jumps well. Angel Ring and Mirror Shield are again useful here in that they reflect the explosion now allowing it to hit Snake, while doing no damage to Pit. In contrast to Grenades Angel Ring is the more useful reflector here as with Mirror shield you have to be spaced very well to actually reflect the explosion and avoid being actually hit where Angel Ring’s lunging effect allows you a bit more safety when reflecting Snake’s projectile. Snake can also use this projectile in close range combat in tandem with a cancelled Dash Attack to form his Snake Dash. In a Snake Dash Snake cancels his Dash attack and immediately goes into this Up Smash which now gains horizontal momentum from the Dash Attack. It makes for quite a decent approach against most characters but isn’t really that useful against Pit as his Arrows disrupt it, his Mirror Shield reflects the direction of it and as will all other characters Snake can be shield grabbed out of it. The attack is also generally telegraphed as it is probably the only time you will see a Snake start to run towards you so you should have little trouble with it.

Snake’s remaining two projectiles are the Nikita Missile and his Landmines. Neither is used much but each has specific uses and should not be overlooked. Firstly the Landmines or Snake’s Down Smash is somewhat similar to Snake’s C4 in that they are also placed on the ground and can be difficult to see but they actually detonate on impact from anything or anyone, this includes projectiles and even Snake himself. Snake takes a little while to lay down a Landmine and if hit before he gets back up he will not place down the mine. Pit’s Arrows are extremely effective here as they prevent Snake from laying Landmines as well as explode Landmines they come into contact with. These aren’t really that much of a threat to Pit but still something that you should be on the lookout for as they do pack quite a punch if you get hit by it.

Nikita Missiles are remote controlled missiles that Snake has to direct himself. Snakes cannot move when using the Nikita so you should aim take advantage of that as much as possible. Nikita Missiles are normally used to edgeguard but they aren’t much of a thread to Pit as they are only fast when travelling in a straight line but very slow when changing direction. Spacing your jumps, air dodging, Woi and Gliding should allow you to easily out maneuver one of them. Nikita Missiles can also be reflected back at Snake with your Mirror Shield; however the Angel Ring will only slow them down as will any other damaging move. Generally it isn’t really a projectile you should be too concerned about. Overall your projectile game is better than his in this matchup as it will limit his own as well as force him to approach. Abuse that fact and try to keep control of the tempo of the match.

Now that projectiles are out of the way we can look at Snakes close range moveset and offstage game. Snake has some ridiculous range on his close range attacks and they are all very powerful and for the most part outclass your own in both aspects. In terms of close range combat Snake will generally only be using 3 melee moves, his F-Tilt, his U-Tilt and his Jab combo. His F-Tilt is comprised of 2 hits. An initial hit with his knee which can sometimes trip you followed by a two handed swing. It has incredible range and when fresh will do 21%. Pit doesn’t have any moves that outrange the lunge of the second hit of his F-Tilt aside from his Angel Ring which wouldn’t be the most ideal move to be using in this situation so your best option will be to try to shield grab the first hit or to simply wait out both hits before trying to retaliate. Once spaced well Pit’s SH Fair outranges anything Snake can throw at you from off the ground aside from the second hit of his F-Tilt so it will mostly likely be your move of choice when attempting to take Snake on from close range. Snake’s U-Tilt is another commonly used move that has deceiving range for its looks and is also incredibly powerful, KOing Pit off the top of the screen when fresh before 100%. You cannot shield grab Snake out of his U-Tilt so it is best to simply shield it then retaliate with your own F-Tilt which has the same range. Mirror Shield can reflect the direction of the U-Tilt as well as protect you from it if recovering from above so that’s also another option here. Snakes Jab combo is also extremely good, does 14% when fresh and simply tells most characters to GTFO of Snake’s face as it has good knockback for as simple AAA combo. Your best response to it would be to shield grab after the first two hits or reply with a D-Tilt or F-Tilt of your own after all three hits. Pit can chaingrab Snake to around 40% with his Forward Throw so don’t hesitate to chase after Snake after your initial throw provided you are still at a low percentage. Another thing to watch out for when at close range would be Snake’s Down Throw as it can be tech chased into a myriad of options, I won’t analyze any of them here but try to be as unpredictable as possible with your getting up options as to avoid any kind of tech chase.

As far as Snake’s aerial game is concerned, it’s pretty lackluster. On the contrary this is where Pit excels and where he should be aiming to take the matchup every time. The only moves Pit really has to be remotely concerned with here are Snake’s Fair which can spike and his 4 hit Nair which has a fairly powerful final blow. However it is avoidable with good DI so as far as Snakes aerial game is concerned Pit really has nothing to fear. A lot of Pit’s moves such as his Dair, D-Tilt and Down Throw propel opponents upwards (ironic since they are all downwards aimed attacks) and these three moves should be staples when fighting Snake at close range.

Snake’s recovery is above average in that it allows Snake to recover really high into the air easily enabling him to get back to the stage once knocked in a horizontal direction. However, Snake is relatively easy for Pit to gimp once he gets him offstage as his recovery has a fairly obvious trajectory and really isn’t too hard for Pit to take advantage of. WOP Fairs and Bairs are the way to go to in taking Snake out offstage. Arrows aren’t as useful as they are with other characters because Snake’s Cypher gives him superarmor frames and it would require to Pit at least half charge his Arrows before they are capable of taking him off the Cypher, time better spent simply jumping off the stage after Snake or using Wing Refresh to chase after him.

Overall the match is a relatively easy one for Pit in comparison to the other top tier characters. Your Arrows and two Reflectors are the keys to your success here as they limit Snake’s projectile game and force him to play in a more offensive manner, one that be capitalized on fairly easily with some smart playing. Don’t think this match will be a walk in the park however, as Snake is powerful and his attacks will kill you at relatively low percentages. Aim to take the fight to the air and offstage and you should be able to win it.

Sonic:

Link to Thread: http://www.smashboards.com/showthread.php?t=212871
Advantage Ratio:50:50
Summary:
Sonicz Da Edgehawg!

Courtesy of Kinzer, with a bit of editing by yours truely.

This matchup is a bit different to most of Pit's matchups as he can't rely on his arrows as much due to Sonic's incredible ground speed and ability to punish the slightest bit of lag you have on a move. Sonic obviously will do the approaching in this matchup, but coupled with his speed and the possible mixups to throw you off your timing you'll have to be on top of your game to avoid being overwhelmed. Sonic is similar to Pit in some ways in that he has the same problems Pit is known for... probably some of the same benefits as well. Sonic has trouble killing people thanks to his lack of K.O. moves, and the ones that can be used will frequently be decayed to the point that any non-gimp kills from Sonic will be coming past 120% or more depending on character weight. Pit is in the mid-lighter half of the cast which means a fresh Fsmash or a Bair (Sonic's strongest kill moves) should KO you around mid to high 100s depending on your positioning on the stage. Pit has quite a bit more KO potential with his Fsmash, Ftilt, Dsmash, Glide Attack and Bair which for the most part KO, Sonic at slightly lower percentages and given their speed and the sheer amount of options you have it really shouldn't be too hard for you to KO the blue hedgehog as long as you can get the damage on him.

Pit also generally outranges Sonic (Pit outranging someone?, Don't hear that too often :p) so you should use that to your advantage, however don't think you are a Marth or ZSS and get complacent. Sonic has average range and will outrange you in some situations, so be on the lookout for that. Offstage can go either way, but in this matchup it isn't recommended that you aim to strike down Sonic with arrows as Sonic can afford to airdodge them due to his ability to recover from just about any place off the screen, you'd be better off just getting out off the stage after him with your Fair, Bairs and Nairs to hit Sonic WOP him out. When it comes to you recovering, it's not unbelievable to see Sonic gimping you, especially if you're forced to use your WOI, but it shouldn't really come down to this with your multiple jumps, glide and airdodges. You also have the option of harassing Sonic with arrows while you're recovering to deter him from chasing you offstage. Take care to avoid being gimped from the spring from Sonic' s Up B especially if you're recovering from below with WOI.

Mirror Shield shouldn't see too much use in this matchup. There are a few little uses for it here and there but all together it won't be too useful here .You can use Mirror Shield to try and turn Sonic around the other way if he decides to go for the Spring recovery, but that's only going to work offstage and you would probably just be better off just grabbing him out of his Spring recovery, but Sonic can use Uair to keep the ledge relatively safe for him to return on so take care to look out for that.

You don't really have much to fear from Sonic in the way of aerials, when Sonic is above you, he has no answer to your Uair, so feel to abuse it in that situation. Sonic's Fair will trade hits with Pit's Nair at worst and Sonic's own Nair is generally useless unless they try to gimp you with it. Bair is the aerial you should mostly be concerned about as it has decent range and can score KOs if fresh.

In the end it simply comes down to don't be too commited to any of your moves unless you're absolutely sure they're going to hit, and you'll generally be fine.
Toon Link:

Link to Thread: http://www.smashboards.com/showthread.php?t=199843
Advantage Ratio: 50:50
Summary:
Toon Link, a character simlar to Pit in his own right. Excellent projectile game, average ground game and a pretty good aerial game, all of these similarities may sound like you're playing a mirror match but you'd be a bit of a way off in that assumption.

Toon Link has 3 projectiles, Bombs, Arrows and a Boomerang. Most of the time these would overwhelm other characters and lend towards his advantage in most matches, but it's a slightly different case with Pit. Pit's two reflectors in conjunction with his own projectile, Palutena's Arrow, will keep Toon Link's projectile game at bay but don't let this fool you into thinking the matchup will be easy as it's far from.

Close range combat is just about average for both characters, and the winner here will mostly be determined by who is the more experienced player, however, Toon Link does have some nice options for close ranged fighting. His jab combo which helps him with spacing and his U-Tilt easily combos into a variety of other moves. Toon Link's Smashes also come out relatively fast but are for the most part fairly predictable and can be avoided. Fsmash is comprised of two hits with the second hit being the "killing blow". You can DI out of the second hit though and there is some lag before Toon Link actually does the second slash, so there is enough time to jab or grab him provided you shielded the first hit. Usmash is Toon Link's main kill move and it is relatively fast but after you reach about 100% or so you can expect it to be more frequently used so act accordingly.

Toon Link strongest points in this matchup lie in his mid range arsenal which will mostly consist of Toon Links aerial attacks and the occasional Bomb tossed around from time to time. All of Toon Link's aerials have some purpose to expect to see them mixing them up to throw you off. Bair is Toon Link's best comboing aerial/move and can easily rack up damage if you aren't careful. It can also combo into his Dair which can spike you, so be on the look out for that. It should be noted that Pit's Uair can outprioritize Toon Link's Dair but only if the blades of your attack are the only thing that connect with Toon Link's blade, otherwise you'll be on the recieving end of the attack, and that might not go so well, especially if you're off stage for some reason. Toon Link's Fair and Uair are normally used as kill moves, but keep in mind Fair can also be used to combo into itself at lower percentages and Zair which autocancels is generally used for spacing. Pit has his own good options for mid range play, Angel Ring, retreating Nairs and Fairs are all work well if spaced correctly but, you're definitely going to be at a disadvantage if you try to take on Toon Link at this distance and you should be better off retreating once you find yourself in such a position.

Pit gains somewhat of an advantage when it comes to edgeguarding but Toon Link is definitely no slouch and can gimp an unprepared Pit with relative ease with his own WOP of Bairs and his myriad of projectiles to take out Pits Up B. Toon Link also has great horizontal movement and excellent vertical movement with his UpB as well as a tether recovery so he definitely has a variety of ways of getting back to the stage. Aim to take out his second jump with an Arrow then try proceed to WOP him off the stage is the easiest way to go from Pits point of view, yes it sounds generic and fairly easy, but Toon Link is a small target for your Arrows and has quite a few ways of making it back to the stage as previously mentioned, there is also the issue of his Dair which can spike you if you mistime one of your off the stage Fairs, so be careful when attempting a WOP. Your Mirror Shield can also reflect his recovery but it carries him so high he might just make it back to the stage anyway or you will still be forced to hug the ledge to prevent him from grabbing it on his fall.

Overall the matchup is mostly about spacing and the amount of pressure each side can apply to the other and really just a test to see who is the more skilled player. However in terms of characters this matchup is more or less even.

Falco:

Link to Thread: http://www.smashboards.com/showthread.php?t=234333
Discussion starts on page 19
Advantage Ratio: 45:55
Summary:

Lazers, chaingrabs and aerial spikes, oh my! Falco is a character who's strengths are as obvious as he is arrogant and half of this match simply revolves around avoiding Falco's major strengths. One of the biggest obstacles is the chaingrab, which can easily mean 40% or more from a single mistep. Avoiding this at the start of the match should be a very large priority. Remember to space well, and staying near the ledge at the start of the match can help shorten the duration of his chaingrabbing if it occurs. Falco's second strength is his lazers, which can be fired frequently due to Falco's short-hopping. Lazers may be weak in terms of damage but they cause flinching upon impact and can be used while Falco is moving thus setting up hits and grabs. Although lazers can disable several characters, Pit has his Mirror Shield, Angel Ring and is quite mobile. As long as you keep pressure on Falco and use your reflectors to counter his lazers, they shouldn't be a huge problem.

Although in terms of killing power they are fairly even, offstage is where Pit can shine. Falco's recoveries are fairly predictable. Expect a phantasm the vast majority of the time if Falco is above the stage. Most Falco's will usually try to get on-stage with this move and ignore the ledge. If you can predict it, use Angel Ring since it will inturrupt the phantasm and cause Falco to fall downwards and thus resort to his up-b which is a much worse move and easily gimpable.

In the end, Pit can pressure Falco and possibly gimp him offstage. The lazers however, force Pit to approach which is tough and the chaingrab can mean 40% or more which is a very nasty strategy in this match. When everything is taken into consideration, this matchup is 45:55 to 40:60 Pit.


Dealing with the chaingrab:



While the obvious being that flat stages benefit the CG, so maybe being on small platforms often (like on Battlefield), or trying to camp/keeping distance until you take a decent amount of damage (probably like 30% damage) can prevent the CG.
Knowing the CG to spike or CG to DACUS being able to do heavy damage, maybe taking about 30-40 damage (not sure bout percents) from blasters may be better than taking like 50%+ damage from the CG.
Standing by the ledge can be tempting too since Falco has that sliding Pivot grab capability, which can turn the CG around.
The chaingrab is really nasty. Since Pit doesn't like long range against Falco thus mid-range and close range are the only options. For close range, D-Air is nice since it pressures Falco and more importantly gets you airborne. Falco's spotdodge is beast, and alot of Falco's generally have the "spotdodge then react" strategy when it comes to boxing. Thanks to the spotdodge, Pit's non-multihit attacks aren't too useful in close range combat since he can just spotdodge then grab or jab (which comes on frame 2). Thus Pit's N-Air, U-Smash and Jab are all nice since they can hit him out of it. Try to space the jab, since Falco can grab you out of it if it is before the infinite jab animation. If you feel like you have a really good awareness of when Falco will spotdodge, nail 'em with an Angel Ring teach him a lesson :laugh:

PS: One possible strategy if you think you will get grabbed, is to camp until you get 32%, then the chaingrab becomes escapable.
The chaingrab isn't that scary. 50% will NOT win a match. It's also avoidable. Just camp the air or near the ledge and trade hits w/ arrows for lasers until Pit's percentage is around 40%

Falco's "boxing" game is better than ours w/ his quick jabs, f-tilt and grab setups. We still have a fast jab and uptilt to combat it.
Falco's chain grab is still devastating as he can 0 -40% us followed by a spike. If the falco is experienced enough, the tech chase can increase the damage up to 70%+. At lower percents, you would like to play falco closer to the edge to avoid the major damage racking form his chaingrabs. Platform camping can be a viable option. Make sure you DI up and away and spam jumps which would prevent falco from his boost pivot chaingrabs to rack up more damage. You will footstool him if he attempts.



Pit's Airgame vs Falco's Airgame



Pit should have the slightly better priority, and when it comes to Falco D-air vs Pit's U-air, a Pit that is angled below rather than completely below Falco should have a better priority. Since Falco F-air is barely used, I won't talk about that. As for his B-air, I am not sure if Pit's F-air can go through it and its lingering hit-box.
Pit's air game may be the better air game.

As for when Falco's doing his SH blaster junk, that right here makes it hard for Pit to go up in the air in the first place as long as Falco keeps on pressuring. Even when Pit's airborne, Falco does have pretty high jumps, allowing him to reach a bit.
U-Air is very nice against his air game in general. Falco's D-Air does go through it, but only when in the very center. Otherwise U-Air beats it and scores a nifty 15-ish damage. It also has horizontal knockback so Falco can be tossed off the stage which can lead to arrow pegging his phantasm and gimps in general.
Falco's base recoveries are his side B and up B. Falco uses his side B much more often. Falco's side B can not be mirror shielded but can be stopped by using Angel ring over the edge, which can force him to use his up B. Falco's side B has small lag before he actually illusions across. Target that zone with an arrow which can also force him to use his Up B. You can also, chase him if predicted and finish him with a fair or bair before he has the chance after he uses his 2nd jump. Falco rarely uses his Up B because it doesn't send him very far. He is usually forced into doing his Up B when his horizontal side can't get onto the stage. His up B can B mirror shielded.

Falco, he prefers the air, but franky we are better at it.


Dealing with Lazers:



SH Arrows can help a bit against the lazers but it is more of a distraction than anything. At the start of the match alot of Falcos just lazer, so SH arrows can get you out of the lazers and land a few arrows. This can either lead to Falco trying to reflect the SH arrows which is good since it gives you control, or it can lead to Falco jumping and trying to lazer you while in the air which is bad. Either way tho, it should allow you to eliminate some distance at the start of the match which is nice.
Fortunately for pit, his lazors are not a big deal as we have multiple ways to over come them. Pit can easily maneuver through falco's monotone high, low, high pattern. We have 2 reflectors that can force falco to approach. One more way is to jump and shoot falco while he shooting his aerial lazor which will make him think twice about his camp game.
Bowser:

Code:
Link to Thread: [URL]http://www.smashboards.com/showthread.php?t=217503[/URL]
Advantage Ratio: 60:40
Summary:
 
All the way from koopa-land, its Bowser! Despite the massive size, creepy fire-breathing and shell with spikes, Pit actually can handle this giant mutated turtle (although he isn't a complete pushover) Despite the size, Bowser is actually quite mobile due to his side-b bounce AT. This can lead to annoying bouncing arround the field and may seem like a tricky deterence but don't let it fool you into stopping the arrow pressure or approaching. His side-b, much like Wario's Bite can lead into a nasty grab animation that gives plenty of damage if caught in. You want to avoid this, especially if your down to the last stock and near the ledge since this will cause Bowser to land off stage with the throw animation instead of on-stage. This results in his win, despite the death of you both and is not fun to lose to :embarrass
 
If Bowser gets irresponsible with his claw hopping, realize you can easily dish up a fresh plate of U-Air and there isn't much he can do about it since his D-air is easily his worst aerial. With Bowser, try to concentrate on the combos (getting a throw is golden due to weight) but remember about his Up-B. It comes out rediculously fast and is a very safe move that is his go-to OoS option. If you manage to get him off-stage, remember that the mirror shield can give him a death sentence if you intercept his recovery properly. 
 
In terms of killing Pit, Bowser will typically go for a f-air or a grab release D-tilt. The f-air is a great aerial, and scores for nice damage. In terms of the grab, Bowser will try to grab Pit, but instead of throw he will wait until Pit breaks out and lands on the ground a small distance away. Lucky for Bowser, he can react to this situation and score a d-tilt faster than Pit can react (much like a chaingrab) and this can kill Pit at decent percents. Bower's F-Tilt is decent too, and has suprising range as well as speed. For a slow koopa, he does have a few tricks up his sleeve. Although very hard to land, Bowser's U-Air is very powerful and can kill Pit at low percentages so watch out for that as well. 
 
In the end, this battle is about maintaining your flow and not slipping up to any of Bowser's slow but powerful attacks. Although Pit definately has the upper hand, you can't afford any major slip-ups since they will REALLY hurt and hurt your progress. 
 
[COLOR=darkorange]Admiral Pit's Summary[/COLOR]
 
[COLLAPSE]
 
Intro: The King of Koopas is the heaviest character in the game. Where comes his great armor and moderate power comes the price of which he is somewhat slow, but moderately fast for a heavyweight, believe it or not. Pit may have a very slight advantage, but if the Pit doesn't know how to deal with Bowser, he may have more problems than he's asking for. Pit does have a bit of an edge in some areas.
 
Range/Priority
Bowser does have a few moves that can outrange Pit, like F-tilt and F-air. These easily outprioritize Angel Ring, along with an airborne Bowser Side-B that can do the same thing. Bowser generally has slightly more range than Pit, allowing Pit to have not too much difficulties approaching compared to what some other characters, especially Marth, can do to Pit.
One should note that Bowser's F-air can be shorthopped without the landing lag if Bowser F-airs automatically upon jumping, so Bowser may be a bit quicker than some think.
 
Bowser Hit-Boxes
[URL="http://www.youtube.com/watch?v=qkMlsPV_p-8"][COLOR=#cccccc]http://www.youtube.com/watch?v=qkMlsPV_p-8[/COLOR][/URL]
 
Weight/Power
As said before, Bowser is really big and heavy (the heaviest in the game), and add that with Pit's lower than average KO ability, so Bowser could live quite a while. Thankfully Bowser's big, so he's an easy to hit due to his size, especially with arrows.
Now, we can do an F-throw chain on Bowser around 40%, but do keep in mind that Bowser could escape using Up-B if the Pit doesn't CG quickly enough. This usually can occur after your 2nd F-throw. If you can predict a Bowser that may do this, you may cancel the Chaingrab, let the Bowser do Up-B, and attack again.
 
Camping
Pit wins this obviously, where Bowser is a big target, limited to a fire breath semi-projectile, Bowser would have to approach. Bowser's ledge game isn't that bad at all, if you ask me, and I should know this, since I use Bowser too.
 
Speed
Pit is obviously faster, and for a heavy weight, Bowser isn't completely slow as some people think.
For the attack speed, Bowser does have some quick moves, some being Jab, and F-air.
 
 
Bowser's Defenses and Grabs
One of the moves you really need to watch out for is Bowser's Up-B. It's one of his fastest moves, and one of the best OOS (out of shield) moves in the game. It has invincibility frames too, and does decent at KOing.
 
Normally, SH N-airs may work on some large heavy chars, but it's not as easy with Bowser having range, his firebreath and of course, Up-B OOS. It's really the Up-B OOS that Bowser could use, even more so than a shieldgrab.
Speaking of grabs, all of Bowser's grab are average at damage, 12% from D-throw, 10% from F-throw, 10% from B-throw, and 10% from U-throw.
Also, Bowser has a nice Grab Release game. The way it works is because Bowser's frames from an opponent escaping his grab are less than the frames of how long it takes a character to move when they have broken free from a grab. (Bowser's 20 frames to the opponent's 30 frames, I think), giving Bowser a small amount of time to react and perform his next move.
The link to the list is located here.
 
[URL="http://www.smashboards.com/showthread.php?t=193617"][COLOR=#cccccc]http://www.smashboards.com/showthread.php?t=193617[/COLOR][/URL]
 
As you can see, compared to many of the other characters, Pit is very resistant to his Grab release game (Poor Wario), but still that doesn't mean that you can get careless. The Air release to F-air can be a killing tactic when your damage is high if you struggle. Technically, without struggle, Pit will be ground released, unlike MK and other smaller chars.
 
Edgeguarding/Gimping, Bowser to Pit
Edgeguarding and Gimping, for Bowser to Pit, Bowser's F-air has great range, and can be good when he's pursuing a Pit, supposingly if the Pit isn't shooting arrows while recovering. B-air from Bowser should be stronger in terms of KOing not just because the average Bowser uses F-air quite a bit, and could be stale.
If Pit is forced to using Up-B, he needs to watch out. One single touch of a Fire breath could gimp Pit like that. A Bowser could go to the ledge and aim the flames downward, and that can stop a bottom approach from the stage. You can either try recovering high, or fly to the other side of the stage if the stage you're on grants you that capability.
As for the ledge, there are occasional times where a Bowser will go near the ledge and throw in a Bowser Bomb. The Bowser Bomb can allow Bowser to grab the ledge if he isnt too far from it, and do damage to you if you get close. However, if you edgehog a Bowser quickly, that's an instant stock loss for Bowser.
 
Edgeguarding/Gimping, Pit to Bowser
For Pit to Bowser, Bowser will have some difficulty getting back up with his limited recovery. He has a midair jump and his Up-B, very poor on recovering vertically. Pit can shoot arrows at him to give him a bit more damage and knock him back a bit. You can Mirror Shield his Up-B. Try getting close and horizontal with Bowser and his Up-B.
The Mirror Shield Gimp should be able to help Pit KO Bowser quickly, which will make up for Pit's poor KO power against Bowser's weight. If you think you can't land the Mirror Shield gimp, you can use aerials instead, not just to try to gimp em, but to do more damage, in case Bowser does make it back. Just remember Bowser isn't completely helpless when recovering, but he is vulnerable if he Up-Bs at a high elevation due to the Up-B landing lag.
If you do approach him quickly, be cautious of a possible F-air, Side-B (Can be a Bowsercide depending on how much stock and % you and Bowser have), or airdodge.
 
 
Stage CPs/Bans
As far as stages go, the old stage CP/banning data for Pit can be found here. 
 
[URL="http://www.smashboards.com/showthread.php?t=206886"][COLOR=#cccccc]http://www.smashboards.com/showthread.php?t=206886[/COLOR][/URL]
Note that the list is old and is NOT up to date as of now.
 
Counterpicks Known:
-FD: Great for Pit, mainly due to Pit having plenty of room to camp, while at the same time, Pit has many of his recovering options, which do include gliding under the stage and to the other side. This is generally Pit's "Big" playground.
 
-Lylat: The tilting stage messes up Bowser's recovery more than it does Pit, and Pit can still recover by gliding under the stage. The tilting stage can also interfere with the grab release game.
 
 
Bans Known:
-Battlefield: This is Bowser's best neutral stage, and is a small one too, which means there is less room for Pit to run around. Regardless of which u can glide and fly under the stage, Bowser can simply approach you quicker since the stage is small, generally not much room to camp on.
 
-Norfair: Even though Norfair may not be even available from the start, but if you are ever taken here, know that Bowser simply can live much longer here with the supporting platforms, and lava can help him live even further. Our chaingrab against him is limited with the small platforms. Not much more is known.
 
-Yoshi's Island (Brawl)
As you know, Pit is bad on this place and is his worse neutral. He can't glide under the stage, and Shy Guys can block arrows.
When playing a Bowser here, like BF, there is not much room for Pit to go around and camping. With the Shy guys around, the camping effectiveness is lowered even more. Also, since Pit can't fly under the stage, if Pit's forced to use Up-B, he really loses the "under the stage" option and has a higher chance of getting gimped by Bowser's fire breath.
 
More Stage research may be needed.
The matchup ratio has been ranged from 60-40 Pit to 55-45 Pit, mostly leaning towards 55-45 Pit.
 
Synopsis
60:40 Pit's advantage
The matchup favors Pit, not only because Pit has his projectile against the big, slow target, but him being able to gimp Bowser fairly well and the F-throw CG being really effective against Bowser and other pressuring tactics (camping) make it hard for Bowser to do things.
Now, Bowser does outrange Pit just a bit, and has some good defenses and is really heavy, but Pit can use that weight against him (again, the CG). A skilled defensive Pit will have easy times against Bowser for the most part. Even an offensive Pit that knows about Bowser's defensive capabilities can pressure Bowser, too, but being reckless can be a bad idea.
[/COLLAPSE]
 
[/QUOTE]
 
 
 
 
 
[QUOTE] 
 
Captain Falcon:
[URL="http://imageshack.us"][IMG]http://img367.imageshack.us/img367/3301/viewtifulfalcondk2.png[/IMG][/URL]
Link to Thread: 
Advantage Ratio:
Summary:
 
[COLOR=darkorange]Summary courtesy of Darky-Sama:[/COLOR]
 
 
[I][COLOR=#ffffff]-Pit should NOT approach Falcon whatsoever.[/COLOR][/I]
[I][COLOR=#ffffff]-Pit can hurt Falcon badly with properly directed arrows offstage.[/COLOR][/I]
[I][COLOR=#ffffff]-Pit should never attempt to recover vertically while close to the stage.[/COLOR][/I]
[I][COLOR=#ffffff]-Stay out of the air as much as possible.[/COLOR][/I]
 
[I][COLOR=#ffffff]Although Falcon is a terrible character, his unique speed, fastfalling, auto-canceling and aerial control make him heavily underrated. In the hands of a player who isn't trying to show off the entire match and perform non-existing // not guaranteed combos, Falcon can actually prove to limit the play styles of most characters. Pit isn't much of an exception to this. Falcon can't do much at a distance, but he still holds an aerial advantage when Pit's above him, like he does against most characters.[/COLOR][/I]
 
[I][COLOR=#ffffff]The main thing about this match-up is to watch out for Falcon's unique ways of punishing. Since his dash often places him closer toward his target than he'd desire to be, some Falcons {including myself} will short hop and fastfall consistently to place themselves as close to their target as they need to be. From there, he can spam short hop, fastfall Bairs over and over {about two Bairs per second} until he hits something.[/COLOR][/I]
 
[I][COLOR=#ffffff]Utilt, Bair and Uair are the main things to watch out for when Falcon starts short hopping to approach.[/COLOR][/I]
 
[I][COLOR=#ffffff]Falcon can also dash toward Pit, pull up a shield out of his dash and shield grab to punish Pit's reactions. Since Falcon's shield out of dash makes him slide so close to the opponent, he's often placed within range to shield grab characters without any problem whatsoever. Which usually leads to Falcon trying to force Pit into the airspace above him so he can juggle him around the stage with aerials.[/COLOR][/I]
 
 
[COLOR=darkorange]Darky-Sama's Complete Captain Falcon Summary[/COLOR]
 
[COLLAPSE]
 
[QUOTE]
 
[I][I]{Range and Priority} In terms of range and priority, Pit definantly holds the advantage. Where Falcon has a lack of projectiles, Pit has some of, if not, the best projectile shenanigans to promote a large control of the stage. Without a projectile game, Falcon is often pressured into a position where he's forced to approach. At close range, Pit once again holds a good advantage over Falcon's moveset. Between range, priority and the frames of which attacks come out, Pit has Falcon outranked almost completely.[/I][/I]
 
 
[I][I]{Weight and Power} Captain Falcon is one of the heavier characters in the game. He's an extremely high fastfaller with some of the best launch resistance properties around. Yet, unlike most of the heavy characters, Falcon isn't nearly as slow, making him a harder target to hit, as well as KO.[/I][/I]
 
[I][I]Falcon has two of the strongest KO potential moves in the game:[/I][/I]
[I][I]The Knee of Justice, which can often guarantee a KO on Pit fresh at 75-80% and a Falcon Punch which can KO at 65-70% fresh {or 55-60% if a Reverse Falcon Punch is used}. While both are considerably difficult to pull of, Falcon has the mobility to punish with a Knee accordingly if he's able to predict his opponent correctly. Other moves that have good KO potential are Falcon's down smash, forward smash, up tilt, down air and back air. All of which can KO a Pit around 95-100% fresh.[/I][/I]
 
 
[I][I]{Camping} Falcon is limited when it comes to camping against his opponents. Without a projectile, he can't really do much at all except hold a shield up against projectile based characters or air dodge. Surprisingly, he's not the worst character when it comes to camping though due to his ability to short hop air dodge -> fast fall -> shield -> jump out of shield -> air dodge -> repeat. Due to his amazing fastfall speed, he can land quick enough to maintain all of his air dodge frames without the risk of being punished.[/I][/I]
 
 
[I][I]{Speed} Speed, the main aspect that keeps Falcon's horrible priority in check. Being the second fastest character in the game, Falcon can easily approach an opponent, pull up a shield out of his dash and punish reactions with a shield grab. When a character uses an attack with a high cooldown time, Falcon can run toward an opponent and punish them with anything that time will grant him. He's a generally quick character on the ground and in the air. His fastfalling and auto-canceled aerials give him some of the best buffering abilities in the game.[/I][/I]
 
 
[I][I]{General Basics} One thing to keep in mind while playing against Captain Falcon is that you shouldn't underestimate his ability to punish. He might lack priority, but his speed provides him with the ability to punish even one mess up with a grab. Most Falcons tend to play completely offensive, which is perhaps the WORST thing they could possibly do in this match-up. Punishing an offensive Falcon really doesn't take much of an explaination, however, a defensive one could approach with a shield out of dash and often guarantee their chance to punish. Considering that's a defensive Falcon's best option, it's wise to look out for that if playing a considerably skillful and competitive Falcon. Pit's side+B is actually really good in this situation since it eats through Falcon's shielded approaches.[/I][/I]
 
[I][I]Falcon's aerial game is one of his best qualities. His attacks come out quick, have decent range and auto-cancel almost flawlessly, with the exception of Fair and Dair. Falcons will often try to pressure a Pit with their up airs and back airs, considering they're the safest spacing options he has avaliable.[/I][/I]
 
[I][I]On the ground, it's best to watch out for Falcon's smashes and up tilt considering they have loads of priority and range compared to the rest of his moveset.[/I][/I]
 
 
[I][I]{Gimping; Pit to Falcon} Pit's arrows are absolutely devastating to Falcon's recovery, considering it takes the Falcon Dive {up+b} about a second before Falcon even begins to make any vertical movement from his current recovery spot. Arrows can be spammed and curved around the stage to hit Falcon out of his recovery multiple times before he even gets close to the ledge. When Falcon is below the stage, that's definantly one of the best options against him. The main problem about gimping Falcon is that most characters lack a disjointed hitbox for their aerials. Any attack that comes within the Falcon Dive's range that ISN'T disjointed is often outprioritized by the Falcon Dive's grappling effect. Make sure to time aerials properly when attempting to gimp Falcon via aerials.[/I][/I]
 
 
[I][I]{Gimping; Falcon to Pit} Falcon has amazing gimping potential. Running off a stage, he can flub a knee -> rising back air -> up+B under the stage. Most characters on the roster are subjectable to it around 50%. Falcon's down air covers a lot of range, but majority of it's hitbox in this game causes more of a vertical knockback than a spike.[/I][/I]
 
[I][I]While Pit's recovering with his up+B, Falcon can easily gimp him with an aerial unless he goes around the outter boundaries of the stage, where Falcon would have a difficult time recovering himself. It's best to keep that in mind while playing against a Falcon offstage.[/I][/I]
 
 
[I][I]{Synopsis} Overall, Pit holds a great advantage over Falcon in this match-up. Patience and camping are essential, even though it's not very difficult to deny Falcon of his approaches, or even take advantage of his fastfalling properties at low percents for comboing at close range.[/I][/I]
 
[I][I]Final Destination is one of the main stages to counterpick against Falcon. The airspace and room to camp does wonders against Falcon in this match-up, PLUS the lack of platforms eliminates most of Falcon's force getup combos and pressure options.[/I][/I]
 
[I][I][I]Things to keep in mind about this match-up:[/I][/I][/I]
 
[I][I][I]-Pit should NOT approach Falcon whatsoever.[/I][/I][/I]
[I][I][I]-Pit can hurt Falcon badly with properly directed arrows offstage.[/I][/I][/I]
[I][I][I]-Pit should never attempt to recover vertically while close to the stage.[/I][/I][/I]
[I][I][I]-Stay out of the air as much as possible.[/I][/I][/I]
 
[I][I][I]Although Falcon is a terrible character, his unique speed, fastfalling, auto-canceling and aerial control make him heavily underrated. In the hands of a player who isn't trying to show off the entire match and perform non-existing // not guaranteed combos, Falcon can actually prove to limit the play styles of most characters. Pit isn't much of an exception to this. Falcon can't do much at a distance, but he still holds an aerial advantage when Pit's above him, like he does against most characters.[/I][/I][/I]
 
[I][I][I]The main thing about this match-up is to watch out for Falcon's unique ways of punishing. Since his dash often places him closer toward his target than he'd desire to be, some Falcons {including myself} will short hop and fastfall consistently to place themselves as close to their target as they need to be. From there, he can spam short hop, fastfall Bairs over and over {about two Bairs per second} until he hits something.[/I][/I][/I]
 
[I][I][I]Utilt, Bair and Uair are the main things to watch out for when Falcon starts short hopping to approach.[/I][/I][/I]
 
[I][I][I]Falcon can also dash toward Pit, pull up a shield out of his dash and shield grab to punish Pit's reactions. Since Falcon's shield out of dash makes him slide so close to the opponent, he's often placed within range to shield grab characters without any problem whatsoever. Which usually leads to Falcon trying to force Pit into the airspace above him so he can juggle him around the stage with aerials.[/I][/I][/I]
 
[/QUOTE]
 
[/COLLAPSE][/QUOTE]
 
 
[QUOTE]
Fox:
[URL="http://imageshack.us"][IMG]http://img74.imageshack.us/img74/684/foxwithbgbypnutinkod1.jpg[/IMG][/URL]
Link to Thread: 
Advantage Ratio:
Summary:
 
[COLOR=yellow]Kiraflax Summary[/COLOR]
 
[COLLAPSE]
[quote="KiraFlax, post: 10630006"]Fox is acctually one of my worst match ups but i wont let that get in the way of this .
 
Fox that ***** from space against our pit is a quite interesting match up pair.
 
 
first off the basic Fox strategy is Mindgame>Dair>Utilt>Airial ****
This is something that ***** hard and we all need to avoid
 
Much more to fox is his speed allows him to pull off that strategy and many more ussually racking up hardcore damage, we are talking 20-45+ since pit s light he can tend to get out of fox's combos more efficiently
 
Most Foxes use these damage racking combos and then save thier up smash til it can kill pit which is around 90 but if you have correct DI it will save you till 100.
 
 
 
Pits range is exceeding due to arrows but on the long run Fox can counter with his shine
vice versa happends with fox's camping game, the lasers easily gets reflected by our mirror shield and angel ring forcing one another to approach. The one that approaches in this match up will be screwed up. So all the aggresive pits includeing myself should change to a defensive style in this match. If pit is approaching, and since a fox player ussually runs on mindgames and speed, he can use his speed to catch u off guard, Its just simply hard to react to fox's fast @$$ moves, and thus making it easier for fox to Dair to Uptilt to ****.
 
I say a good strategy for pit is to let fox approach you. At this point up close and grounded a tactic which i find very help ful is to use the multi jab. while grounded I see most foxes tend to mindgame to dair most characters by running up to them to shield to short hop Dair to either grab or Utilt. Fox wont be able to leave the ground when fox is doing this tactic.
 
Another popular strategy for pit against fox is if fox switches it up to full hop, double jump, or just coming staright down on ur @$$ with Dair, Utilt out of shield works perfectly. Dair to anything is one of foxes best strategy so this hurts that A hole a ton in this match up. Also this prevents Dair to Usmash which would be incredibly good for fox.
 
 
Alright lets whoop Fox's @$$ again guys. 
Offstage we win. Fox's Up B Recovery is horrible against us due to our mirror shield. if fox is coming from directly under we can obviously not mirror shield it since is not coming at an angle Edge hogging becomes the immediate answer. Also if fox is using it and about to get on the stage and pit is no where near to edge hog or mirror shield them in time, pit can guide the arrow to hit fox forceing him to try and recover again which gives u more time and pit can keep repeating that til he gets to seal the deal. Also Fox has his Foward B recovery onto stage or onto legde. On to stage he can be quickly intercepted through the air with a Nair or if spaced correctly there will be time for any smash. It is possible for pit to mirror shield his Foward B but u must be close to him.
 
Pits may need to watch out a bit when trying to recover to the ledge or the stage with UP B fox can follow off stage at a good distance without worry due to his long recovery. 
 
 
 
 
 
Most flat stages like Final D i feel give the advantage to fox. much more easier to do his mindgames with a simple flat stage. Flat stages are good for pit in most occassions due to his camping game but since its eliminated by fox we need to change it up a bit
 
 
Stage CPs I feel are good for pit vs. fox
 
 
 
Battlefield
Well i feel this stage hurts fox more than it would pit. first off theres no pressure and no worries about fox's Dair from far above due to the platforms. Up air and up tilt work well against fox here.
 
Figrate Orpheon
No legde on the right for fox to hang on so if fox does make it on due to UP B lag it calls for an easy punish. Second part of stage if pit stays in the middle below the platform it can give the advantages the battle field platforms do. Assumeing pit is on the side and below the platform and fox is in front of pit, pit can just Multi jab and it would eliminate the possibility of a Dair from high above due to the platform being in the way and a short hop down air due to the multi jab. 
 
Delfino plaza
I feel this gives an advantage for pit because a lot of the time its not flat and platforms appear often which throws off fox more than it does pit.
 
 
Bans i feel should be banned against fox with pit 
 
Final Destination
Smashvile 
Castle siege
 
(I know theres more stages to be mentioned then the six listed but im lazy)
 
Final Judgement Intro
Fox does eliminate pits camping arrow game but pit eliminates one of fox's best strategies which in this match up that strategy is more important to fox than the arrows are important to pit. Really depending on who approaches will determine who will have favor. But also take into account that off stage pits wins by a significant amount. Also there are more stages that benifit pit over fox. 
 
Final Jugdment
Adding all of the above info all together I believe the match up comes to a 
[SIZE=3][COLOR=red]55-45[/COLOR][/SIZE]
Get screwed fox and take that arrow up ur @$$[/QUOTE]
 
[/COLLAPSE]
 
 
[COLOR=yellow]Tetsion Summary[/COLOR]
 
[COLLAPSE]
 
[quote="Tetsion, post: 10654875"]agreed. I have fought good fox users online even, they aren't easily gimped. Side B prevents Pit from mirror shielding it. The only time you will shield a fox is probably in the lower/higher corner of stages not directly below or above you. (I dont know why a fox would be up Bing down towards a stage.)
 
My go on this is for potential.. 50-50 or 5 in each others favors. I say this because, they both do have reflectors.. but I feel fox's is better in this situation because our 2 reflectors have more lag I think. Fox is quite quick so overall camping each other is pretty pointless, but I know fox has a pressure game more than pit does.
 
I have played fox as well, and doing SH laser waiting for ur opponent to make a mistake can be quite aggravating to the opponent. Those little %'s rack up.. but don't let it make Pit take the super offensive.. and as weird as this sounds I think Pit should approach fox if he chooses to by walking/running. Doing SH's I feel is honestly pointless (from my experience) none of pit's moves are quick like MetaKnights. Fox's moves from SH laser are Dash attack or sliding with up Smash. Pit doesn't have those options, and can't react as fast to them either.. so staying grounded is more ideal than SH arrow.. or any aerial. Not to say don't use them but keep it scarce..
 
avoid low ceiling stages with fox, he can kill you a lot faster with up Smash than his other moves, and pit can recover from any distance he isnt killed at, Up Smash will kill us though. 
 
Best "starter" stage against fox if Lylat, the tilts in the stage mess up Fox's timing more than it messes ours up. Another is possibly.. Battle field. I say this because larger stages like FD and SV althogh usually ideal for Pit users.. are not useful when fighting fox as he is faster as well as his lasers. He can in all honesty out camp us better and react to our arrows better than we can to his lasers, even if they dont knock us. Don't give him the distance to do so, battle field leaves less distance between you, arrows have less distance to go to hit fox, and it's harder for him to stay distant from you.
 
Pit has slightly better up-close fighting range though, I don't know for sure faster but he has more range than fox I believe (going from observation, most of what I typed is from observation and experience, sorry if it's inaccurate if someone knows it is) and that is quite crucial and part of the reason I feel this match-up is pretty even.
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Summery?
 
Fox is faster has a better reflector compared to ours, and can camp/bait us better than we can him.
 
Pit can gimp Fox's recovery and overall has more range than Fox does. We also have less stage dis-advantages compared to fox (even though I only discussed starters)
 
so my..opinion is leaning towards 50-50. As I said earlier though it can be 45-55 in either of their favor though.. it's pretty close imo. 
 
PS. Apologies for structure of the write-up, I just sort of "went with it" I didn't plan to make it organized, I just brainstormed and typed.. laziness~ It always gets me.[/QUOTE]
 
 
[/COLLAPSE]
 
[COLOR=yellow]Dualseeker's Summary[/COLOR]
 
[COLLAPSE]
 
[quote="dualseeker, post: 10630258"]I actually do not have that much trouble with the Fox Match Up. In basis, you just need to be wary of what the Vulpine can do, and be prepared to punish it. I agree with a lot of the things you say, Kira. It's a good summary, but I would also like to say some things on this particular MU.
 
On stage:
One of Fox's main strategies is to start combos with his Dair>Utilt>Aerial combos. The obvious counter against this is ShieldGrab. From there we can proceed to either Chain Grab, or use Dthrow to any Aerial attack (if he is at a low percentage). If he lands behind you, roll away or walk away. Fox is too fast to counter if he lands behind you, and he can punish with his spammable smashes.
 
Once you are at a percentage that Fox can take you out with a Usmash, I advise staying away from Fox. Since the most favored tactic is to suddenly rush in and use Usmash, you should allow enough distance between yourself and Fox to allow enough time for you to react. Although, beware that they mindgame you into using your shield for too long and they grab you. Fox's grabs can't do much, but they can still cause unneeded damage. If you successfuly shield Fox's Usmash, either counter with a grab, Dsmash, or Dtilt.
 
I disagree with Kira that Fox's reflector kills our Arrow game, in my opinion, it does not. Unlike Falco's Reflector, Fox's doesn't travel a certain distance forward. This means, that as long as you stay an adequate distance away and angle your Arrow's upwards or downwards, you do not have to fear your own Arrows. I also recommend Arrow Looping (I just know someone is going to bash me for this, but whatever. This strategy is usefull). Make your opponent think that you like to Loop Arrows, or make him think that he needs to pull out his shine each time you take out an Arrow. Then, when you are close enough, pretend to Loop an Arrow. If the enemy pulls out his shine, that is your chance. Use any attack you would like, or grab him, as his shine does cause lag. 
 
It is a good idea to let a Fox approach you, as Kira said. Using Dtilt can ruin their game, since it is a great way to get them when they are dashing towards you.
 
Also, as Kira said, Fox's speed is a useful tool, and makes the Vulpine much more deadly. Try not to think that you can escape his combos by retaliating, since he can usually execute his next attack before you can attack back. Try to jump away from his combos, since that is the best way to get out of them. Don't try to attack while you are in the combo, it only makes things worse. Also, try not to airdodge or spot dodge too much. This actually helps Fox get more hits on you. And watch out for the Uair, it is surprisingly deadly.
 
Also, they do have a nice Boxing game. It isn't as good as Falco's, but it can prolong combos. You can punish their infinite with a Dtilt. If you see a Fox using an infinite a lot, try using a Dtilt. It outranges them.
 
Offstage:
We have the advantage if we are going after him offstage. If he uses his Up B (I'll just call it Fire Fox, don't know the actuall name) and he is in a position to be mirror gimped, go for it. You can also easily gimp him if he is trying to use Fire Fox vertically. Since his Fire Fox has considerable start-up time, if you are near the ledge, try to Fast Fall and hit him with a sweetspot Bair before it takes effect. And, even if it takes effect, you can still sweetspot Bair the Vulpine since he is not invincible while Fire Fox takes effect. Altough, you have to watch out for the hitboxes. If you do not land a sweetspot Bair, jump again and use Bair again. You'll usually sweetspot it; if not, you would have probably knocked him far enough that recovery should be impossible for him. Also, I would advise you use Kira's options against his Side B recovery. That works wonders also.
 
If he is chasing after you, be VERY CAREFULL OF HIS SHINE!!!! I can't stress this enough. Fox can still go far away from the stage and still recover safely, so he does have the option of chasing you. Be wary not to use your WoI, since his Shine can gimp you easily. If you have the option, glide or WoI under the stage. Since Fox is fast, you might have to mindgame him into going to the other side, then returning to the other edge instead. It is actually better to recover high, but you still have to be wary of Uair, since it can kill and combo into other moves. Plus, Fox jumps pretty high very quickly, so you have to be prepared for his quickness.
 
In my opinion, this Match Up is either 50:50 or 55:45 in Pit's favor. I do not consider the Vulpine to be a threat.
 
To answer Nitrix's questions:
 
His Dash>Usmash, and Dair>Utilt>any Aerial.
 
Shield Grabbing, OOS options, playing defensively, and gimping his Fire Fox offstage.
 
We do not have to shut down our Projectile game just because he has a reflector. And we can gimp his Fire Fox easily. And we shut down his Projectile game.
 
Not really, other than the fact that we have to be careful on when we go on the offensive.
 
I pretty much agree with what's already on the Match Up thread.
 
Here are some combo videos of Fox. Watching them helps: [URL]http://www.youtube.com/watch?v=KmDLU3D0EZo&feature=related[/URL]
[URL]http://www.youtube.com/watch?v=a-xTk66kk1k&feature=related[/URL]
 
I feel I didn't do a good job with this summary -_-... I might revise it. But basically, just play defensive and be ready for his Dair. I've been studying this for a while, and I don't think we need to be too afraid of the Vulpine. All we need to do is play defensive untill we can find an opening. ShieldGrabs help IMMENSELY for me.[/QUOTE]
 
 
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[/QUOTE]
 
Game & Watch:
[URL="http://imageshack.us"][IMG]http://img74.imageshack.us/img74/9285/smash11mrgameandwatchbykz7.png[/IMG][/URL]
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CorruptFate

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Ya gave me a head ack getting them all to work lol and I have a tourny in an hour :( Like the idea? Manic helped me alot with it.
 

kupo15

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Yea I think so. But idk how much activity each thread will get. It probably wont be as much traffic as your thinking right now.
 

Coffee™

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Yea I think so. But idk how much activity each thread will get. It probably wont be as much traffic as your thinking right now.
It should hopefully get as much attention as the current matchup thread (which is a fair amount) gets as we won't be using that thread for matchup discussion anymore.
 

CorruptFate

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Manic's write up for DK is in the OP now, if someone wants to start another matchup thread feel free, also we can have more then one going just dont have to many at one time. And i will be fixing the coding to make it scroll up and down and not side to side, once someone shows me how. :)
 

Undrdog

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I don't like the DK right up, but I don't have the wherewithal / motivation to debate it. lol
 

CorruptFate

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You can make the thread for someone else and do the write up for it, and if you wanta debate it put it in the DK vs Pit thread. Do you really wanta debate it or are you just being Undr?
 

CorruptFate

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I think its good enough it shows that, DK can be a beast if you let him get control for even a sec, but if you know what your doing with mirror sheild arrows and your nair you should be fine.
 

Undrdog

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Yeah but can that same write-up be used in the DK forums? If you used the same format to describe Pit to DKs it suddenly becomes a 85-15 to 90-10 match-up. Dedede is more dangerous to Pit then DK is and Pit is one of Dedede's biggest counters. They both have the same method of attack with approaching Bairs too.
 

Coffee™

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Yeah but can that same write-up be used in the DK forums? If you used the same format to describe Pit to DKs it suddenly becomes a 85-15 to 90-10 match-up.
I don't see why the matchup percentages matter too much. The thread isn't supposed to be about how much advantage you have over another specific character, but how you would go about fighting that character. I believe the match summary describes well enough what you should be on the look out for and what can be used to counter that situation or at the least avoid it.
 

CorruptFate

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I think Undr has a good point, if this is Pits best match up then I would think it should be more then 60:40.
 

Undrdog

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I don't see why the matchup percentages matter too much. The thread isn't supposed to be about how much advantage you have over another specific character, but how you would go about fighting that character. I believe the match summary describes well enough what you should be on the look out for and what can be used to counter that situation or at the least avoid it.
If that's the case then this works fine. lol
 

Coffee™

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If you really consider this Pit's just matchup, feel free to change it to like 65:35, but anything further than that and you'd be pushing it imo.
 

Doctor X

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DK is not Pit's best matchup, and if you want 90:10's look to other characters. Pit doesn't have any counters that ridiculous.

I like the writeup, but if you wanna debate it, Undr, I'm all for hearing your thoughts, though I think we'd probably rather keep them in the DK specific thread to avoid cluttering this one.
 

Sharkz

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Hey, just a suggestion, but you might want to put a vid of the specific matchup that's on their (IE Dr. X vs Ripple match for DK) or something like that, to show an example on how to fight the char.
Just my little thought :p
 

CorruptFate

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A vid would be Ideal but it would have to be an ideal vid of the fight, showing everything you should do and end up more as a training vid less of one we have just laying around.
 

Doctor X

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A vid would be Ideal but it would have to be an ideal vid of the fight, showing everything you should do and end up more as a training vid less of one we have just laying around.
Yeah, I agree. I didn't really chaingrab him much in either of those videos. The only thing I did that really demonstrated the matchup was arrow and mirror his recovery in the first match.
 

CorruptFate

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Yeah, I agree. I didn't really chaingrab him much in either of those videos. The only thing I did that really demonstrated the matchup was arrow and mirror his recovery in the first match.
I didn't watch any matches I just know that we wont be able to get the kind of vid we are looking for unless someone, think of Undr, wants to make a kind of walk through vid guide.
 

Undrdog

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I posted in the DK thread, but as I said I'm not interested in any debates. Already have enough debating going on elsewhere.
 

darkspatan117

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what are the matchup ratio for the sacred 7 I'm sure That it's 30:70 for MK don't know for the rest of the 7 thought...
 

Mmac

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I made a Compact Universal Matchup Template for you to use, if you want to use it. Just add in the Title/Numbers yourself, and whatever else you want to do with it. If you want me to make you a more Unique design, then PM me with a Rough estimate of what you want.



I know that it's starting to become all organized, but it can still be used as a quick reference
 

Steeler

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mmac i am going to rock smash you

and hey, both the lucario and falco boards stole my chart without asking so...that must mean something, right? :bee:

idk, colors help you compare between matchups better.
 

Coffee™

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After reading what they posted in the Peach forums I doubt there is much that a Pit main could come in and say that would sway their comments anyway. If by playing Sagemoon and DSF Pit's (people who are highly recognized) doesn't change their opinions then the chances of us doing it without some long unecessary argument is unlikely.

The matchup is 50:50 in my eyes but I don't have any intention of going over there to argue for the sake of 5%.
 

AndrewCarlson

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After reading what they posted in the Peach forums I doubt there is much that a Pit main could come in and say that would sway their comments anyway. If by playing Sagemoon and DSF Pit's (people who are highly recognized) doesn't change their opinions then the chances of us doing it without some long unecessary argument is unlikely.

The matchup is 50:50 in my eyes but I don't have any intention of going over there to argue for the sake of 5%.
The fact that you're a Pit main would make your arguments much more viable than mine. It doesn't have to be much, but just a single comment showing what Pit mains think would be good. If they still disagree, so be it.
 

CorruptFate

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k Updated with TL rightup and link to Snake thread, does someone wanta toss me the advantages for the TL right up and stage picks so I can put them in?
 

KY_Des

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If by playing Sagemoon and DSF Pit's (people who are highly recognized) doesn't change their opinions then the chances of us doing it without some long unecessary argument is unlikely.
Even if you were to go in talking about big name Pit mains, they now can bring up the Sagemoon vs Praxis Rematch. It was pretty recent and Praxis played like a monster. Nothing against Sagemoon, it's not like we all don't know he's a beast already. Peach just happened to take some of Mario's shrooms that day.
 
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