Ayoub
Smash Ace
Metanite.
I wonder why we discuss a lot of weird matchups, and like, never talk about MK.
MK is the most common character, and our worst match-up imo.
Discuss this matchup, share your opinions, or things you know!
Also: if you know any good MK vs Pit video's, post.
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I wonder why we discuss a lot of weird matchups, and like, never talk about MK.
MK is the most common character, and our worst match-up imo.
Discuss this matchup, share your opinions, or things you know!
Also: if you know any good MK vs Pit video's, post.
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» Facts:
Fthrow » Usmash/Fsmash, it's a guaranteed combo on 0%.
Airrelease » Dashattack, true combo.
» Videos, (Pits vs MKs):
Yass [Pit] vs Neath [MK].
Yass [Pit] vs Neath [MK].
Masashi [Pit] vs Kobayashi [MK].
» Pitmains opinion/input:
Nikenick:
Run away and shoot arrows. This is going to be your basic strategy. If he tries to dair camp you, run away. Most MK's will dair camp and then nado on their last jump, always hold shield up whenever he uses nado, this will prevent you from getting shieldpoked. You can 100% punish tornado with Pit this way. If he's really close, fsmash. If he's too far away to Fsmash but still kind of close, dash attack. If he's far away then just arrow him to punish his ending lag.
Don't be too predictable with your jumps and up b, don't try to glide if he chases you offstage. MK's up b > your glide. Try to ban stages where you cannot go under(PS1, YI), since going under the stage is really safe in this match up(your up b speed > MK's running speed).
Whenever he's offstage, just shoot arrows. It's too risky to chase him. A good MK won't let his recovery get reversed by your mirror shield, just forget it. You'll just get damage for trying. There's only one safe way to reverse his recovery and that's whenever you arrowed all his jumps and force him to use his side b or tornado, then you MIGHT gimp him. (Side b can be aimed upwards after reversed to make MK still land onstage, nado can be aimed at the stage again even after reversing it).
Punish his approaches with jabs and dtilts. Punish nair with utilt unless it's a retreating nair ofcourse. Do NOT approach if both characters are on the ground. SH nair will barely work. You could chase him when you're under him, but watch out for his dair. Retreating fairs might work, but I think he can grab you or do a dash attack.
Do NOT approach him if he planks. Pit is one of the few characters that can handle planking easily: by arrow looping. It'll probably take you a while but it's possible to damage MK if he planks if you loop an arrow correctly. Most MK's will get scared and stop with planking whenever you hit them. Be on your guard, though. You probably won't pay attention when you're looping so MK could do a quick nado approach while you're looping to hit you. Don't loop to close to the edge he's planking on so he cannot punish your looping. (lol at me promoting arrow looping, I normally hate it)
You'll kill MK quite early if your kill moves are fresh. The most important thing is: 'DO NOT FORGET TO SHOOT ARROWS WHENEVER YOU WANT TO KILL YOUR OPPONENT'. Don't just run into your opponent and spam fsmash, that won't work. Keep shooting arrows until you can get a kill move in, it's safe most of the time anyways since your opponent will probably camp because he's at a high %, and he has to approach you since you have the good projectile here. Bair kills really fast but is really hard to land on MK. Fsmash will kill him a bit later but your fsmash probably won't be fresh since it's a good move overall. Dsmash could kill him, and don't forget about dash attack (which is so underrated but kills him at around 130% if sweetspotted).
MK will kill you at around 140~160% if you play this match up correctly. Dsmash, up b and nair are his main killing moves. Up B OoS is just too good and gets me killed most of the time, it'll send you upwards and it'll kill you at around 150%. Be aware that MK can just Dsmash again if you shield his dsmash for the first time. It's a hard to punish move. Nair is just basic imo.
This match up is really stage dependent, try to pick FD or SV. Avoid YI and PS1. BF isn't that great but going to BF is better than going to YI.
Don't be too predictable with your jumps and up b, don't try to glide if he chases you offstage. MK's up b > your glide. Try to ban stages where you cannot go under(PS1, YI), since going under the stage is really safe in this match up(your up b speed > MK's running speed).
Whenever he's offstage, just shoot arrows. It's too risky to chase him. A good MK won't let his recovery get reversed by your mirror shield, just forget it. You'll just get damage for trying. There's only one safe way to reverse his recovery and that's whenever you arrowed all his jumps and force him to use his side b or tornado, then you MIGHT gimp him. (Side b can be aimed upwards after reversed to make MK still land onstage, nado can be aimed at the stage again even after reversing it).
Punish his approaches with jabs and dtilts. Punish nair with utilt unless it's a retreating nair ofcourse. Do NOT approach if both characters are on the ground. SH nair will barely work. You could chase him when you're under him, but watch out for his dair. Retreating fairs might work, but I think he can grab you or do a dash attack.
Do NOT approach him if he planks. Pit is one of the few characters that can handle planking easily: by arrow looping. It'll probably take you a while but it's possible to damage MK if he planks if you loop an arrow correctly. Most MK's will get scared and stop with planking whenever you hit them. Be on your guard, though. You probably won't pay attention when you're looping so MK could do a quick nado approach while you're looping to hit you. Don't loop to close to the edge he's planking on so he cannot punish your looping. (lol at me promoting arrow looping, I normally hate it)
You'll kill MK quite early if your kill moves are fresh. The most important thing is: 'DO NOT FORGET TO SHOOT ARROWS WHENEVER YOU WANT TO KILL YOUR OPPONENT'. Don't just run into your opponent and spam fsmash, that won't work. Keep shooting arrows until you can get a kill move in, it's safe most of the time anyways since your opponent will probably camp because he's at a high %, and he has to approach you since you have the good projectile here. Bair kills really fast but is really hard to land on MK. Fsmash will kill him a bit later but your fsmash probably won't be fresh since it's a good move overall. Dsmash could kill him, and don't forget about dash attack (which is so underrated but kills him at around 130% if sweetspotted).
MK will kill you at around 140~160% if you play this match up correctly. Dsmash, up b and nair are his main killing moves. Up B OoS is just too good and gets me killed most of the time, it'll send you upwards and it'll kill you at around 150%. Be aware that MK can just Dsmash again if you shield his dsmash for the first time. It's a hard to punish move. Nair is just basic imo.
This match up is really stage dependent, try to pick FD or SV. Avoid YI and PS1. BF isn't that great but going to BF is better than going to YI.
Katana Koden:
]What makes him so hard?
To beat tornado, you need to over 11 damage with an attack.
Ftilt can win but, its not consistant since he can tornado higher than the hitbox.
Fair can hit if perfect hit over the tornado.
Or we can mirror shield it and punish the almost non existent lag.
Shooting an arrow near the top can make him spam to a side b to punish.
Tornado isn't the hard part for pit. We can punish his quick ground approaches if you read the timing.
It starts getting harder after the range of his first short hop dair, If he mixes it up. (Dash- dair)
- It can easily send to flying at an unwanted position.
His throws are easy to follow up and yet hard to dodge his attacks. Higher play MK's watch and condition that dodge. So you get punished much harder. Without great di, on a good mk, you can easily get ko'ed at 90% ( aerial up b) to 120% (dsmash)
His range + priority + Speed.
He can punish many options even after his first attack missed. So even if you think you can aerial dodge to escape, wrong.
I am not that great vs mk because I don't know how to properly defend/punish against certain moves.
- When hit prepare to always DI up.
- If you are to aerial dodge, try your best to fast fall aerial dodge instead.
- Back air is your safest option against mk in the air vs glide and up b, clanks at least.
- A greedy up b hungry can get punished by dair if read correctly.
- Condition some moves when mk is flapping back, you are more likely to kill him off stage if read correctly. I would definitely fight him off stage. Mirror shield helped waste a few flaps.
If you are trying to kill him over 120 and fair failed, count 9 other hits to refresh fair as its a common hit move/ kill move.
Off stage and comboed at low percents, do not waste a jump during a combo. Its best to wait for a good mk to waste their jumps dair combo/ wall off stage. Then you can jump or glide back. If you have no choice to WoI, try your best not to go for the stage but above mk. Spam jump out of woi just incase, good chance to avoid his gimps.
To beat tornado, you need to over 11 damage with an attack.
Ftilt can win but, its not consistant since he can tornado higher than the hitbox.
Fair can hit if perfect hit over the tornado.
Or we can mirror shield it and punish the almost non existent lag.
Shooting an arrow near the top can make him spam to a side b to punish.
Tornado isn't the hard part for pit. We can punish his quick ground approaches if you read the timing.
It starts getting harder after the range of his first short hop dair, If he mixes it up. (Dash- dair)
- It can easily send to flying at an unwanted position.
His throws are easy to follow up and yet hard to dodge his attacks. Higher play MK's watch and condition that dodge. So you get punished much harder. Without great di, on a good mk, you can easily get ko'ed at 90% ( aerial up b) to 120% (dsmash)
His range + priority + Speed.
He can punish many options even after his first attack missed. So even if you think you can aerial dodge to escape, wrong.
I am not that great vs mk because I don't know how to properly defend/punish against certain moves.
- When hit prepare to always DI up.
- If you are to aerial dodge, try your best to fast fall aerial dodge instead.
- Back air is your safest option against mk in the air vs glide and up b, clanks at least.
- A greedy up b hungry can get punished by dair if read correctly.
- Condition some moves when mk is flapping back, you are more likely to kill him off stage if read correctly. I would definitely fight him off stage. Mirror shield helped waste a few flaps.
If you are trying to kill him over 120 and fair failed, count 9 other hits to refresh fair as its a common hit move/ kill move.
Off stage and comboed at low percents, do not waste a jump during a combo. Its best to wait for a good mk to waste their jumps dair combo/ wall off stage. Then you can jump or glide back. If you have no choice to WoI, try your best not to go for the stage but above mk. Spam jump out of woi just incase, good chance to avoid his gimps.
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We're not ready yet!
That's what she said.
That's what she said.
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