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Practice DI, haha.Theres only one thing I know about this matchup
Pit's jab is annoying as hell.
Just out of curiosity, if you DI out, can a stutter step Din's hit Pit while he's jabbing, cus his jab has some pretty massive cooldown, but none of Zelda's moves can seem to have the range to acctually hit him, just clank in my experience. Does ftilt go through?Practice DI, haha.
I think DI is really important to this match up. Pit's FSmash can be DIed, so watch out for that if he tries to kill you.
Thanks :D Pit's like to string jab>Fsmash together, so yeah thats good to note. Bair is actually pretty easy to avoid, however, I've been mindgamed. They can take one jump above you, bait a Usmash, and then I've been hit with a FF bair or WoI FF bair. It hurts.Sweet avatar zeldspazz.
Watch out for Pit's jab canceled combos and his rapid jab. I've only fought one or two Pits so far, but when you are at kill %s, the Pit will usually try and finish you off with a forward smash or a sweet spot back air. So watch out for those. Especially the back air if you are not expecting it. It has surprising knock back if you haven't played too many Pits before.
If you mean his multihit jab combo (the one where he spins his swords in front of him) then both Ftilt and jab can hit him through it.Just out of curiosity, if you DI out, can a stutter step Din's hit Pit while he's jabbing, cus his jab has some pretty massive cooldown, but none of Zelda's moves can seem to have the range to acctually hit him, just clank in my experience. Does ftilt go through?
Air dodge or Nayru`s depending on how you DI'd. Try to keep yourself out of the need to FW back to the stage.How can Zelda avoid being hit by Pit's arrows repeatedly while offstage?
if you are cowering in fear of pit's utilt, you are doing something wrong. . . something horribly, horribly wrong.I think pit's most annoying move is utilt it comes out really fast and will put you in a pretty bad position. This is most likely pits best move. I think on low percentage they can utilt>utilt. The utilt can also be followed up with an uair. You have to be able to power shield his arrows they can also be quite a nuisance. If you do get in close dsmash or dtilt will most likely be your best bet. Up smash is also good for Zelda on low percentages because it will normally lead into a second one. Pit's best kill move is bair so watch out for that. If he's on the ledge he can like ledge drop bair. He has multiple jumps and will either try to go off stage or just shoot arrows at you. Save your Double jump you don't want to be in a Position where he's just tagging your FW and just putting you in worst position. Watch how he recovers if he tries to glide back from up high I'd go for an uair. If he's going for the ledge just Din at him. Try to force him to use his jobs and force him to use his up B . If he approaches you try not to get baited into doing a laggy attack.
Why is that?if you are cowering in fear of pit's utilt, you are doing something wrong. . . something horribly, horribly wrong.
I disagree i think his best OOS option and they can do it after a spot dodge. It also pokes through platforms where his upsmash will miss. Also I could be wrong about this but I don't think that the hit box is a bad as pit's upsmash.Cus Pit's utilt isnt even that great of a move, its got such horrible horizontal range.
Fsmash, arrows, bair, and maybe jab dsmash are the moves to look out for imo.
Fsmash has decent range and is useful as a general spacing tool and against blocking approaches. The problem is that Zelda will be forced to approach in this matchup because of the arrows.Her Fsmash is one example.
Zelda's reflector is no better. It would be nice if you could hole it down like Fox's or Wolf's, but Zelda's is too slow and suffers from lag of epic proportions.Both characters have reflectors and projectiles. Pit's reflectors really dont have much use since they can't send the Din's Fire back at Zelda, even though they could save u from taking damage.
The Love Jump was more of a joke AT that the Zelda boards invented. Does it work? Yeah. Is it viable? Not really. But I have to admit that it's very funny.The Love Jump AT is very similar to Lucas' Zap Jump, except Zelda rises a bit, probably as high as an average jump.
Platforms are Zelda's friend. She can camp underneath them fairly well. Zelda excels at no "real" CP stage, so most of the time Zelda players will probably stick to neutrals. (unless Mansion is legal in your area) That usually means Battlefield, since Yoshi's is a pain since it screws with Zelda's recovery and spacing. Banning Battlefield is my recommendation, and counterpicking FD against her is a good idea.As you can see, I do need more info, including stage CPs/Bans. So any of you nice Zeldas with some Pit experience don't mind helping me out with this?
Go explain in the CP Thread :D :DI'd really wish peoplee would listen to me when i say RC is a legit Zelda cp. =/
And I'm sure people actually want to win.I'd really wish peoplee would listen to me when i say RC is a legit Zelda cp. =/
You said it your self platforms are here friend 95% of that stage is platforms. Increased chance of dtilt>bair. stage makes it harder for jectile whores to ***** jectiles. Zelda can force approaches because of Din's. The ship is extremely small which benefits Zelda. The pendelum has a type of ceiling which means up smash *****. Even if they tech it there's limited places for them to go. Utilt at the top of the stage LoL. Bairs on the edges off the stage.And I'm sure people actually want to win.
Or I could **** you with my utilt spamming Pit.Yoshi's is not bad for zelda.... but most of us seem to hate it. Not sure why.
SV is small, so pit can't camp from as far away, which is nice, and battlefield is just good for us. I say our worst neutral against you is FD.
Brinstar is still good for the matchup.
Luigi's mansion is EXCEPTIONAL for the matchup, but it's rarely legal anymore.
Side note: I want to actually see Al getting ***** by a utilt spamming pit..... it would make me feel so good.
Maybe it's because Yoshi's Island is full dumb little quirks that all make for a more ********, less competitive fight. Or maybe it's because Yoshi's Island actually is bad for Zelda...Yoshi's is not bad for zelda.... but most of us seem to hate it. Not sure why.
No Zelda player is going to CP Yoshi's Island, let alone against a character that so clearly outcamps Zelda. Yoshi's Island is Zelda's worst neutral (although FD is probably the worst in this matchup) and is often a CP against her. Yoshi's Island doesn't cripple Pit nearly enough for Zelda to be able to take him there.YI is worse for Pit than it is for Zelda, regardless, so since Mansion would pretty much be banned, learn to get used to YI. Keep in mind that some Pits may ban YI, but he needs to choose wisely considering how YI is a neutral.
If the Pit player is going by muscle memory this can be used against him by SDI'ing up and away and activating reverse Din's glide. It'll slow down Zelda's fall speed and get her far enough to avoid Dtilt and attack with Din.If you're not quick enough at DI'ing out of rapid jab then it's likely the Pit will try and Dtilt right out of it. Dtilt will put you up in the air which I'm guessing for Zelda is not a very good position.
Don't completely count out the glide attack, though. Since it has a very different hitbox than Pit's Fair and Bair it can surprise Zelda when she gets in the air to land LK or Nair. It's also possible to Bait Fsmash with glide attack if you know Zelda is prone to throw them out at your close-to-ground approaches.This can discourage a Pit from ever gliding in this matchup.
Also don't forget Nair when juggling her. It has a lower hitbox than Uair and lasts for a long time, so it can eat her airdodges if she's prepared for Uair. It can also be used to go through her shorthopped Nair approaches if she's ever trying to use them.Pit's U-air is a dominating factor once she's above you. She really has just about no choice but to air dodge since her D-air doesn't have the priority to beat Pit's U-air, especially if Pit's at an angle.
If you're spacing yourself correctly as Zelda it should never hit you OOS. In fact, it should almost never hit you in any situation. The move is fast but it's range simply can't compete with Zelda's.I disagree i think (Utilt is) his best OOS option and they can do it after a spot dodge.
Pit's ledgecamp is only a problem when he's in the lead so, as usually with Zelda, it's inportant to avoid that. Because of this it's usually a good idea to stay active and aggressive whenever possible throughout the match, since it'll allow you to catch up with revenge KOs if necessary.take him to RC he can't ledgecamp no more thats like 80% of his game.
The uneven terain of YI is normally a good thing for zelda. And, when shy-guys are out, feel free to use Din's without fear of an arrow in return.YI is worse for Pit than it is for Zelda, regardless, so since Mansion would pretty much be banned, learn to get used to YI. Keep in mind that some Pits may ban YI, but he needs to choose wisely considering how YI is a neutral.