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Temporary Unofficial MU Thread

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Maharba the Mystic

Smash Master
Joined
Dec 5, 2009
Messages
4,403
Location
Houston, Texas


^this is a modified version of the old chart^

So i am basically making this thread so that Kuro doesn't have to do to much work when he makes the official thread. Enjoy my MU summaries.



SNAKE 50:50

The biggest **** in the game. Here’s my run down on the snake match-up.
Snake is an amazing character. His ground game is unequalled in this game hands down. He has one of the best camping games in brawl; his up close game is overpowered and disjointed as all hell. With his C4, snake dash, nades, and tilts snake can overwhelm most characters. However when push comes to shove Pit has all the tools necessary to keep up with Snake’s extraordinary game play and come out on top to boot.

In the beginning of the match you have 2 options that are open to you that make sense. You can start the game off by:
1. Camping. This is by far the safest thing to do against snake in the beginning of the match. Between your arrows, your reflectors, and just throwing nades (pay attention as to whether or not he tries to strip them) back at snake if he is camping as well, you more than out camp snake especially in the beginning of the game. On stages like BF and other stages that limit your camping ability understand just how much more they allow you to juggle snake once you have him in the air. On battle field if snake is above you there is no excuse for you not to get in some good juggling time. Between baiting air dodges and punishing with grab, and using dair, nair, usmash, and utilt to keep him up when he doesn’t dodge. Or you can be a mega **** and only juggle with WOI platform cancel to throw if he lands on a platform and camp under them with arrows.

2. The more risky option going for the chain grab on snake or just close quarters in general to get him off stage and put him in Snake’s worst position early on. Off stage in the air. However be advised that if you approach you are doing exactly what the snake wants you to do so you must be prepared to handle his close quarters combat. It is high risk high reward. If you do get him off stage you should camp with arrows till you eat his jump then either camp more or go after him either by just jumping off and going for him or using your Wing Refresh to chase him down fast. While snake has nothing on Pit in the air be careful of his powerful b-air, u-air and his grenades. Aside from that arrows, throws, and u-air should keep snake in the air with relative ease for a while.

After the beginning of the match snake will undoubtedly be the main aggressor due to your superior camping game. His main approaches are all ground based. Until he gets close enough for cqc you should be making his life miserable with arrows especially since he can’t just crawl under them like other projectiles. One of his main approaches is the Snake Dash (Snake’s DACUS). He will sometimes do this while holding a nade so keep that in mind. This approach is countered mainly with arrow, pivot grab, boost pivot grab, fair, angel ring, jab (infinite part), and dtilt.

He may also use a combination of nades and platforms (based on the stage) to approach at a slower pace. Here grabs and jab are more efficient. Grabs are especially efficient if you have a lower controller port than snake because then when either of you grab each other and an explosion goes off he goes flying because he is in a higher controller port and you stay where you are.

Or he could just walk up to you while shielding arrows and start to abuse his tilt game and his down throw game on you. Oh wait most snake’s don’t know that they don’t really have a down throw game on pit. If Pit gets up and immediately spams u-tilt snakes d-throw options are pretty much gone. He can’t get another grab if he shields it, it clanks with his own tilts, and moves Pit’s hurt box out of its normal position. This means that the only cqc game you need to worry about are his tilts, jab, and his other throws which put far away enough to start camping again.

However don’t let all the above think you have everything in bag. There is a reason this is 50:50. Those tilts rack up massive damage and most Snake’s know how to keep on an opponent. Also he not only has a great dash attack he can Gatling combo it. Also Snake’s have plenty of cqc options when they are holding a nade. He also has one of the longest reverse grabs in the game so don’t underestimate the range of his already long *** grab. His u-tilt can also kill us with good DI at most stages around 100% give or take about 10% based on the stage. A Snake that has control of the center of the stage and is going agro is a fearsome thing to behold.

And that is just when we are both on the stage. When snake is edge guarding us things become quite difficult. His dtilt and utilt can hit us on the edge. He can plant C4 there for added pressure. He can strip nades to blow up right by or even under the lip of the stage. His nair is a wall in and of itself. However, when you are being edge guard, also remember… YOUR PIT. If you feel uncomfortable on that edge, try flying under the stage to the other side or make it look like you are and then go back and get up. Obviously don’t if he has C4 on the other side.

On the other hand, Snake does not want to be getting edge guarded by Pit either. If he is hanging on the edge we can dtilt him (spike or not), we can loop an arrow to hit just below the lip, and we can punish all of his ledge options with our aerials, jab, grab, and fsmash.

Getting the kill on a good Snake (not talking about gimping yet) with good DI should not even be thought of until about 140% unless you are near the edge of the stage and you just landed a fresh (or at least refreshed) fsmash, dsmash, or bair crit. Also on stages like smashville which has no lip on the edge and the moving platform we can spike him out of his cipher (which is easier than you would think trust me) and even out of his C4 recovery (this one being highly unlikely but I’ve pulled it off). We can also grab him out of cipher, bair stage spike, catch his C4 recovery with a footstool or WOI, or just WOI edgehog him.

When it comes to gimping, to be honest it’s not that easy. A good snake should not be getting gimped because a good snake should not be off the stage until they are above 100%. This is why the chain grab is so high risk/reward and honestly should only be used if you get the chance. Thanks to Falco being the chain grabbing ***** he is, most Snakes have conditioned themselves to not being chain grabbed. However should you find snake off the edge early on in the game as a Pit player it is your duty to better his metagame by punishing him so hard he never forgets why you don’t mess with Pit offstage with Snake. Between multiple fairs out of his cipher, low percent bair kills near the edge of the screen, just keeping him offstage, and of course never missing a chance to gimp his C4 with WOI if he goes low. And don’t forget about chasing him with Wing Refresh stuff too. In the end though good luck getting him off stage early game.

In the end I believe this mu to be 50:50 and nothing else.




Wario 40:60

Wario is one of the hardest MUs for Pit to play against for sure. Fortunately I have a lot of experience in this MU so I feel I’ve got a good run down on it.

First off before you even start to fight Wario BAN BATTLEFIELD!!!!!! With his vastly superior airspeed his ability to efficiently circle camp the platforms, to make your arrows almost useless in the process, and out prioritizing you in the air to boot makes this the worst stage ever to fight him against. However I will go over some BF tactics later.

Now onto the general metagame. Wario has some of the greatest aerial mobility ever. His long lasting air dodge followed by any of his amazing aerial repertoire is a reliable approach that he has on us. This and a combination of his bike and DACUS are the most common approaches actually. However this does not mean we can’t camp him. We can but every shot must count for something be it baiting the air dodge with a charge or setting up for something nutty like a loop hit to grab, you must be smart and mobile while your camping. A good thing to do is come up under him at an angle with Nair halfway through an air dodge as that guarantees that he will be hit back out.

Once Wario has gotten inside your best option is going jab, utilt, fsmash, and grab (in that order). Jab is fast and gives you 3 options that all have there own pros and cons:
1. You can do the normal jab combo. This sets him up to be shot at by our arrows and gets him away from you at the same time.
2. You can do the jab infinite for a while. Sometimes it eats their second jump which confuses them and keeps them in until they DI out once they realize their jump GOT NOMMED.
3. You can do jab cancel grab into any amount of pummeling and throwing you can get away with.
Utilt is good because when they land close enough for it to hit, congratulations! Utilt comes out faster than anything he can do! Even his gay mouth grab! It clanks with his fsmash at any distance as well. It combos into itself, usmash, uair, aimed up arrow, and best of all crit bair which is how you will wind up getting 90% of your kills on Wario.
(extra credit section just for Bair)
This is the move that you will use to make your kills on Wario. As a Pit player getting in the crit bair should be even sharper as your arrow game. You must know the dthrow setups. Like jumping and then waiting till they air dodge to do the attack. Also the up close WOI set ups are the most useful because of the spacing you get as well. Be it through hitting him with it when he jumps at the top of WOI or you do it to fast fall it on him, it is going to be fresher than your fsmash I guarantee it.
Close up fighting with Wario wouldn’t be so hard if Wario’s fsmash didn’t have super armor. It beats everything we have up close, does great damage, and kills early near the edge. Also when he combines his fsmash and jab game his sh uair and dair make for a frightening addition to the mix ups he can do. Also Wario has BS grab range. It straight up does not make sense but don’t:
a. underestimate his grab range
b. try your best to read what he is gonna do after he dthrows you otherwise you’re in for a world hurt because he will keep succeeding until you outsmart him.

Another thing that you must remember is not to be above Wario ever! He can juggle you with his uair, he can out prioritize you with uair, and he can kill you with uair. Being above Wario just is not good for Pits health so don’t do it. Another thing to watch out for is his fully charged fart as it does massive damage, has super armor, and kills early. What requires even more attention is his 1/2 and 3/4 charged fart which does like 3x the knock back at the cost of the super armor. This will kill you below 50% based on stage placement and can be combo-ed into to boot.
Yet another annoying thing that we must deal with when trying to get him up close or even with a well spaced glide attack is his stupid neutral b, the mouth grab. If you manage to avoid it only punish it with an arrow as anything else you use could get you grabbed because of its weirdness.

One thing that gives us the advantage believe it or not is Wario’s self produced item, his schweet schwweeeet haawwg. The bike by itself can deal Wario serious damage if tries to bounce combo you with it. If he is chillin by a bouncing bike you are obligated to charge head first full steam into that with Angel Ring. It will catch Wario in its multihit frame long enough for the bike to fall back down on both of you. Now the bike has been reflected by your angel ring and is keeping Wario in both hitboxes one of which is faster and does 1 ½ times more damage. This can then be followed up by just about anything if you time it right. Also if you grab either of his bikes tires when it breaks switch between bouncing them where you are standing and camping with arrows, Nair, and uair as this takes away all of his options.

Also I forgot to mention earlier not to bother going for the kill until he is at 130% or more (unless you are set up for bair near the edge of the map of course) because he is heavy and has good DI moves. Also don’t bother trying to gimp him as he has one of the best sets of recovery moves in the game. With his bike jump, his second jump which is incredible, his up b, and his charged up waft I guarantee we are not gimping him anytime soon.





Lou E. Dgieh 55:45

What a random match up for a person to have experience in. However, since my best friend happens to be a Weegee main I felt obligated to right this match up out because it is one of those match ups that you must know how to play against or a good Luigi will get inside you deal 80% and then jab>up b you for the kill. Let me get started on how to avoid this.

Start off the match with arrow camping. While weegee has his approaches your camping is superior if you camp smartly. When people start to get within close range what you would most commonly use to reset the camp spacing are jab and grab. Well these tools work amazingly on luigi too. Both infinite jab and the knock back hit beat out weegee pretty effectively. We can chain grab weegee out of jab cancel grab too at low percents. Be advised that you must not try to regrab past 27% or you will eat a fat nair to the face.

Another option that is opened to us this match up more is our WOI offensive game. Due to Luigi’s almost non-existent traction our WOI just ***** whatever up game he was going for if he was on the ground. We can actually keep him at bay WOI>divebomb fair and dair to continue our camping game. Use WOI> dair> utilt, usmash, uair and nair for juggling and damage racking and use bair for and killing.

When it comes to killing our main tools are going to be fsmash, bair, and believe it or not, dtilt spike. Fsmash is going to be where the majority of our kills come from this match. Since he is always going to be the one to approach for the most part, we are going to beat his attempts at hitting us with his short ranged ground arsenal and stuff this in his face out of jab or sidestep. Bair is going to come in on the action when weegee is approaching from the air. Be advised that this is where you must be cautious because messing with weegee in the air is a double edged sword. Be sure to time that bair well or brace yourself for some crazy weegee damage string. Lastly there is dtilt spike. This works wonders on weegees that like to recover near the edge with his down b cyclone recovery. The actual spike hitbox hits well below pit and can even hit through certain spots on stages like BF. He doesn’t grab the ledge out of cyclone immediately either so its possible to jab to dtilt him. Also do to his shape if he falls back off the edge to jump up and attack we can spike him the moment he leaves the edge. This works better than most people would think and the fact is even if it doesn’t spike dtilt still puts him in a bad position making it a perfect edge guarding tool as well.

When edge guarding against weegee combine arrows with off stage fair and bair chasing and the previous section on down tilt if he recovers low. If he tries to rocket for the edge mirror shield it. If his up b doesn’t sweet spot the edge if your quick WOI ledge cancel to blow him away from it and grab it first. If he comes in high juggle him with uair. That’s all I have to say on that one.

Now for the part that shows why it’s nothing more than 55:45 between talented players. When luigi gets close on pit at low percents he has plenty of ways to rack up a quick 50% or more within a series of 6 or 7 seven hits. His dthrow combos utilt combos into itself and into his uair which combos into itself. If he dtilts you there is a good chance you slipped from it. From there he can jab>whatever he wants, which most of the time it will be combo-ed into shoryuken (up close up b). This move can kill you reliably at anything above 85% on most legal stages. His nair has more priority than whatever you just tried to hit him with and it comes out faster too. Don’t let yourself get put in the position to get hit by his nair because it combos at low percents and kills at high percents.
Lastly, don’t get hit by a miss-fire. I can’t say how to get around miss-fire. Ya all I can say is don’t get hit by it. That’s all I got for this one.






Falco 45:55

This MU is pretty even but the bird’s got slight advantage on us. Let me start off with how you should start off.

Camp until you are at NO LESS!!! than 36% or else you’re looking at a guaranteed 50% with follow ups that can lead to our demise or at least massive damage. Now if falco does grab you DI back and up and spam jump because if he tries to boost pivot you will footstool him and escape.

Even if you don’t hit him with arrows because of the reflector that’s fine because at 36% we can catch up with Fthrow x3 into dash attack into utilt for over 40% damage. This also sets up juggling potential which allows us to possibly gimp him if we get him offstage.

After up close combat begins due our inability to out camp him there are a few things to keep in mind.
1. Nothing we have beats falco’s jab up close. It has ungodly priority and he can jab cancel it into all sorts of follow ups. Fortunately our jab our ranges his and our infinite part is the only thing that stops is normal jab. The best moves for dealing with his jab are (in order) dtilt, jab into infinite, any properly spaced aerial, arrow, WOI.
2. Even after 36% try your hardest not to get grabbed because falco can dthrow>bdacus no matter what and that is a kill combo at 120%. At mid-mid high percents he can dthrow>jab into laser lock if you don’t tech it correctly.
3. now here are the things you should do once you inside falco’s range and not dealing with the above 2 parts:
• The majority of your damage should come from jab>infinite, grabs, and dtilt. Jab infinite is what you should use if you just got inside, you are punishing a spot dodge, if his jab whiffed you barely, or you are reading a phantasm.
• Grabs are to be used as punishment for anything you can punish with it. Don’t waste your fsmash and don’t use arrows if he is within grab range (duh). Try and set up for a gimp if possible when you grab him.
• Dtilt is used to outrange any move he uses on the ground and clank with anything it does manage to hit. This is your best option because dtilt never fails to lead into a situation that is good for you and bad for them.

Ledge Game
Let me get this out of the way right now. If you need to go under a stage to recover keep an eye on falco in case he tries to shoot you out of up b. That being said here we go.

This match up becomes easier for Pit if he is edge guarding. Falco is susceptible to being gimped by our arrows and our AR more than many other characters. His terrible up b is easy to edge hog and AR handles phantasm. Dtilt them if they are on the edge either to hit them off or if you can spike ‘em (<highly unlikely against falco but don’t forget when it is an option).

If we are being ledge guarded he is going use his angled ftilt, shine, laser, bair, and fsmash.
• Ftilt can be angled to hit us while we are hanging. It can kill at high percents and does good damage. Is also very long and kinda disjointed.
• If we try to jump onstage we will get shined. However we can mirror shine turn him around if we are spaced right. Otherwise find another way up.
• Laser can eat jumps and hit us out of glide and up b. Sometimes falling back and then getting up with AR or mirror out works to reflect them back.
• Bair is a pseudo WOP and can stage spike us.
• Fsmash is strong, disjointed as hell, and can hit us while we are hanging there. If he does this just fall back and regrab or use it as your chance to go to the other side of the stage.

Killing
Kills won’t be coming until higher percents (approximately 120ish %) for both of you (unless you go and get spiked early on) so keep in mind to save fsmash or dsmash and not to miss a chance to bair him near the edge. Also gimping as mentioned before is a great strategy as well.

Falco will use bair, fsmash, and usmash to get there kills. His bdacus out of laser (and sometimes dthrow) is true so don’t let him get you in that position. His fsmash is disjointed and overpowered (especially behind him). His bair will also kill you when fresh and has a lasting hit box.

ANGEL RING
In this MU this move gets its own section for use. This move will serve you very well in this match up if you use it correctly. Use it wrong though and you’re eating fat damage so pay attention to this part. I will go over its main purposes in order.

What properties make this move use- this move has unique properties which allows it to be a great punishing tool. Here I will list all of its purposes in this MU. If you need help learning any ATs just post down in reply section.
• Because this move is a reflector we can use it to aid in our approach. If you can do ART then all the better because then you can also jump to avoid laser spam and continue forward with your reflector out.
• Holding this just over the lip of the stage against a recovering hits him if he is hanging there and stops or clanks with phantasm.
• This is the technique that is a little more difficult but not to hard once you got it down. Let me first go over how to do GROUNDED WAVEBOUNCING. As we all know when we are in the air we can wave bounce any special move by making sure we hit backwards within 10 frames or so after hitting B (special). To wave bounce mirror for example it would be: down b>opposite way you are facing on the control stick. Well that effect still happens when you do it on the ground but because there is traction you don’t notice the momentum shift usually just the pivot animation. Here is where knowing this with AR makes it almost necessary against falco.
• Grounded AR Wave bounce is going to be in essence how you punish falco a lot. When you see someone spot dodge dash behind them and then wave bounce AR so that you go back through falco. Now there spot dodge frames are gone and they are stuck in AR. This is also a great way to punish phantasm’s landing on the stage, especially if they are close enough to ledge on landing for it to push them back offstage. Due to the fact that Pit still launches out forwards when he does AR and the fact that it’s a reflector it allows it to punish a lot of different mistakes as well as mind game the opponent. I’m sure you guys will find your own uses for it as well.

That’s all I’m writing on falco for now.





Donkey Kong 65:35

Oh my god…. poor poor Donkey Kong. We have so many different set ups for early stock kills it’s just crazy. Let me go over why Pit ***** gorillas.

Start this match of by chain grabbing him. You can air-dodge and then land and shield grab between his down-b slaps. You can get the 62% chain grab as long as you don’t damage him above 8%. This means you can jab cancel>into grab, arrow hit into grab, and maybe even utilt. Once you get the grab take him to the edge and then get him off of it. Then just eat his jump or bait him going semi low while airdodging and jumping out before using DK copter. Once he starts his recovery mirror it. And if for some reason he gets back on you now have 2 possible options:
1. Continue chain grabbing him if he is within chain grabbing percents and did not hit with anything but f-throw.
2. Start playing DK with your camping game now that you have the lead.

How to Camp DK

The easiest way to camp DK is to play keep away and arrow him. Between gliding away or scrooging away or just throwing him away or fsmash or nair or fair or dair or dtilt or jab hit and infinite or ART (you guys get what I mean when I say poor poor DK?) we wreck his shop.

When DK is above you he can’t do anything against our uair save super armor frames on his specials. We can juggle him with uair and aimed up arrow for quite a while. Getting a bair kill on DK is easy because he is so big and there are so many ways to set it up. Even just throwing it out up close works because the front crit hits easier on DK.

His Recovery Solved:
Mirror the DK copter
Arrow Gimps
Stage spikes with bair
Dtilt (spike or not) on ledges

What He Can Do Back:
Do not underestimate how good some DKs are at not getting grabbed. If you find that you cannot get a grab on him before you hit 22% then give up the grab and camp him. He will keep you at bay with the range and speed of all his tilts, his bair (<don’t mess with his bair, just shoot him), his grounded up b, his dsmash, and his down b.

DK has an amazing Bair. It’s disjointed, got range, is fast, combos into itself, does great damage, and kills. It is everything you could ever want in a move. However you can just shoot him with arrows and you will be fine.

DK’s ftilt has incredibly long range and can be angled up and down. It has good priority and damage as do all of DK’s moves. However it extends his hurt box so you can grab him out of it.

His dtilt is shorter but still long in range. It is very fast, does good damage, and it tripps at low to moderate percents. This is dangerous because then the DK can side B to fsmash us and get an early stock kill. This move kills near the edge below 75% with good DI. Dtilt also can combo into dsmash which is fast, very strong, and shoots you at a strange angle. Watch these moves.

His down b goes out farther than any melee move so approach with arrows and dodges and such from the air. It does 14% on the first hit, is fast, and eats shields for lunch.

His up b has super armor and does good damage if you don’t DI out…. so DI out.

Be careful of DK’s not fully charged punch as it has more than 2.5x the knock back of a fully charged one and will kill below 65% near the edge. The fully charged kills around 80% and has super armor.

Really not to hard a match up. As long as you don’t get laid back about it and play smartly the DK won’t make a stock comeback in 7 moves (<seen it done).


Fox 55:45
i just copied from mine and krystedez's discussion. i figure since kuro is posting his soon ill just stop here at fox.

infinite jab ***** fox up close. as does jab cancel>dtilt, utilt, and grab.
Angel Ring always stops both of his recoveries and if held just over the lip of a stage pretty guarentees damage if not an easy gimp.
chaingrab>dash attack>utilt is great for an early lead.

[/QUOTE]

I will say that infintie jab isnt as useful as just sending him off on his way with a regular jab combo. But it's great to use the infinite and wait and see what he does, except when he gets out immediately and just fires lasers at you. If he doesnt shoot lasers, he can get around you and try to punish, that's it.

chaingrab X's 4, shoot arrow
chaingrab X's 3, throw up, shoot arrow or uair (or other aerial)
chaingrab X's 3, throw behind, shoot arrow
chaingrab X's 4, dash attack at LEDGE only (on stage you can get punished with dair, even with your 2-frame utilt, it only hits the 2-frame on the bottom of Pit's foot, way too far from Fox's position. My room mate always punishes me on the dash attack.
chaingrab X's 4

I agree about angel ring, especially if you ART, it's great to push them off with and float around waiting for Fire fox and just bair them or soft bair them under the stage LOL!

[/QUOTE]


i mainly was refering to jab infinite when hes near the edge but i see that i did not mention that originally. infinite jab ***** near the edge. other wise i like jab jab grab or jab jab dtilt the best in close combat.
those are some very solid throw follow ups there. i do however believe you can bait the dair and thus dash attack on stage with proper spacing and then sheild grab the dair.

i know that arrow gimps are really easy to get fox with if he has to jump to recover. they will either stop their jump to early with dodge or shine and from there get edge guarded son (i second fox and falco so trust me i know how this goes.) i also find planking for a bit helps you get your bearings as fox can do nothing against a good edge game as long as you watch out for shine spike and bair. and you can always find a way to get back on stage if/when neccessary.

fox has a pretty good shield pressure game on pit and when our shield gets low his dair gets in and so do his fox shenanigans. also any fox that matters will kill way earlier than we will if we let him get close enough even once (of course this is actually a stage dependent remark based on stage ceiling height as i find pit can kill horizantally easier than fox can since our fsmash and bair are far more deadly than his are).

also idk if its just me but i find always going for the footstool when hes out and down never really results in any thing bad for pit as it is usually an unexpected tactic.

more to come soon. hope this helps you out kuro :)
 

Maharba the Mystic

Smash Master
Joined
Dec 5, 2009
Messages
4,403
Location
Houston, Texas
could i get some feedback? i need to know if i should keep getting info and writing up to date summaries or just stop because all that typing aint easy lol.
 

Krystedez

Awaken the Path
Joined
Feb 22, 2010
Messages
4,301
Location
Colorado Springs
I'll give some feedback later when I get a good amount of time to read it all LOL I want to be concise about what I do and don't agree with and give some contributions when I've got some more experience as well so... don't count me out yet until at least next week!

In the mean time, Mahar, could you possibly make the images a bit smaller in photoshop or paint? If not, I can help with that at least, the thread is pretty hard to read because of how large the images are. I would tell you to do more but this isn't official anyways, I'm just suggesting things. I can help out with the creativity part later if you want. I like the images you chose.
 

Kuro~

Nitoryu Kuro
Joined
Jan 30, 2010
Messages
6,040
Location
Apopka Florida
could i get some feedback? i need to know if i should keep getting info and writing up to date summaries or just stop because all that typing aint easy lol.
your doing quite a nice job imo...im sorry its takin so long but like i said during winter break ill make this **** legit. If im correct your only do mu's your highly experienced with right?
 

Maharba the Mystic

Smash Master
Joined
Dec 5, 2009
Messages
4,403
Location
Houston, Texas
yes. i am only doing match ups that i am extremely experianced with. the other match ups that you will see done in here are (not neccessarily in order) fox, samus, diddy, donkey kong, wolf, link, lucario, marth, CF, and sonic. after i get experiance/feedback on other characters i will do summaries of them too.
 

Kuro~

Nitoryu Kuro
Joined
Jan 30, 2010
Messages
6,040
Location
Apopka Florida
id wait on the others instead of searching for feedback. Also you should converse with Krystedez he knows alot about fox. i can help with....actually none of those cept off the knowledge i already have. But at the same time most mu's u didnt list...i have xD. anyways if u want to go ahead and do all that i guess go ahead and be my guest. I can always edit info later if it conflicts with public opinion/facts.
 

dskank

Smash Journeyman
Joined
May 30, 2010
Messages
469
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da swamps of polk county
i dont think the dk match is that terrible, dk is a ****in beast and in the right hands he can **** u up, ive played both sides of this match. one of my crew mates alts dk so my dk exp comes from playing him. we screw him with that cg but killing this ****er isnt always an easy task, if we dont gimp this ape he lives to like 180% or higher, every attack dk has out ranges pit and he can kill at 70 near the edge with an fsmash, match is far from being in dks but by no means does pit counter him, id call it 60-40 or 55-45; this is a match-up we should eventually dissicuss after we have other more important mus out of the way

best dk v best pit, they both won 1 set
both from same tourney
http://www.youtube.com/watch?v=5lWeExVtNHI&feature=related

http://www.youtube.com/watch?v=h9c4uaLma7E&feature=related
 

Kuro~

Nitoryu Kuro
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i dont think the dk match is that terrible, dk is a ****in beast and in the right hands he can **** u up, ive played both sides of this match. one of my crew mates alts dk so my dk exp comes from playing him. we screw him with that cg but killing this ****er isnt always an easy task, if we dont gimp this ape he lives to like 180% or higher, every attack dk has out ranges pit and he can kill at 70 near the edge with an fsmash, match is far from being in dks but by no means does pit counter him, id call it 60-40 or 55-45; this is a match-up we should eventually dissicuss after we have other more important mus out of the way

best dk v best pit, they both won 1 set
both from same tourney
http://www.youtube.com/watch?v=5lWeExVtNHI&feature=related

http://www.youtube.com/watch?v=h9c4uaLma7E&feature=related
actually dskank the match IS that bad. Will is just an amazing player. nair can be spammed shield pokes easy as hell him being large. Hes juggled easy. He is one of,if not, THE EASIEST to mirror shield. We can CG to edge fsmash and then mshield gimp. he has NO reliable way to get past arrows. He cant destroy our planking. at all. 65-35 no higher no less.

i cant seem to get the full hop ART down either....only short hop which is close to useless.
 

fUddO

Smash Ace
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Honestly, I think that Pit can camp evenly with Falco. We can curve our arrows around his reflector, and most importantly, our projectile does about 2-3x the amount of damage. That means that as long as you hit him with 1 arrow for every 3 lasers, you're doing ok.
 

Krystedez

Awaken the Path
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i cant seem to get the full hop ART down either....only short hop which is close to useless.

Actually, thats the exact opposite for me. I got the full hop ART down but not the short hop, which the full hop feels useless to me for my style.

But in any case, to get the full hop, I set R to jump (the shield button I dont use), and use it, and then when you hear him go "hup!", that little vocal noise he makes, interrupt it right in the middle with angel ring). That's how I usually do it.
 

Maharba the Mystic

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i am good at the full hop one and meh at the short hop one. i pretty much only ever use the full hop one because it is amazing. what i do is start right above and past them a bit, then fall DI-ing back into them and that pretty much works 80% of the time for me. but hey there are plenty of things to do with the short hop one against spacies. just get creative at the ledge :)
 

Kuro~

Nitoryu Kuro
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hey guys should i do fox, diddy, or lucario next on this?
with diddy being such an important mu id save him till this coming week when i make the new thread. id do fox id also collaborate with krystadez on him since he has much knowledge on it as well. the next one after fox should be lucario.
 

Kuro~

Nitoryu Kuro
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Ya bro as soon as exams are done ima finish it. I already have some stuff saved on Notepad for it.
 

Kuro~

Nitoryu Kuro
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Ayyy, can we start a new debate? Preferably one of our bad matchups. Falco seems done to me.

*requests game n watch*
Ill be doing the thread this week. Just finished exams with good results too ;). So ill be getting on this and finishing by this week 99% likely. Any revisions in design after the initial version however will be controlled by my availability. We're starting with B tiers since most need to be rediscussed now. Ill take what is in my Olimar mu thread i made a long time ago. As far as B tiers...i saw we start with zss. What do you guys think?
 

Kuro~

Nitoryu Kuro
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I'd say gaw is more important to learn and ZSS is underused, but I can't do anything about what you decide on.
I went and rechecked the tier list and i think d3 or lucario is more important as they are more abundant from my experiences. Ill prolly do d3 cuz that'll be easier to discuss as more ppl have experenience vs him.
 

SN Viper

Formerly 9th in FL PR
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Falcos Ftilt is not disjointed at all btw.
Pit will not out camp falco.

also you guys should be using fsmash as a punish in situations where a grab will not work. Pit should not need to worry about that move getting stale cause you should be hitting arrows when falco is off stage, jab when in range and pummel when you grab falco. pits kill moves should be relatively fresh at all times.

dthrow to dacus is not a true combo on pit at kill %
fthrow x2 > Fsmash is 39% for sure you can follow up with an arrow for a few more %
falco will kill with Up smash Oos if you mis space or shdl> dacus if you get caught bair will kill at high %s like 140 and fsmash will kill only if you get read it is not one of falcos reliable kill moves.
 

Luckay4Lyphe

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If Pit has the advantage over a character that can take his best attack and turn it into a OHKO move, then obviously we have something to talk about.
 

Damix91

Smash Journeyman
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I think the lag on his bucket both in pulling it out and the ohko move helps. It's easier to get arrows in against game and watch than the spaces with their reflectors. You might as well fill the bucket when your at kill prevents. it stops bucket braking. It also worth pointing out G n W can't do anything against planking.
 

Kuro~

Nitoryu Kuro
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If Pit has the advantage over a character that can take his best attack and turn it into a OHKO move, then obviously we have something to talk about.
*sigh* once u fill the bucket you can camp him very well and the arrows dont make it OP and also like he said above especially if ur at kill % already. And once its filled up he dies really early.
 

Krystedez

Awaken the Path
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A three arrow bucket apparently kills like at 20ish percent.

or something close to that.

It's pretty bad. I'll look at it tonight tho.

In any case, it's probably 55-45, slight disadvantage. I like to believe it's even though.
 

Kuro~

Nitoryu Kuro
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A three arrow bucket apparently kills like at 20ish percent.

or something close to that.

It's pretty bad. I'll look at it tonight tho.

In any case, it's probably 55-45, slight disadvantage. I like to believe it's even though.
Once that thing is full he shouldnt be able to kill you in any way cept a tech chase read and fair cuz once its full he shouldnt be getting close to u safely. and also non-charged arrows of course. and if they are stale that affects it as well. 50:50 no doubt.

and can som1 PLEASE GET ME THOSE PICTURE LINKS so i can start the darn mu's.
 

Luckay4Lyphe

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What do you mean he won't be able to kill after it's full? His smashes still have the same knockback don't they? A full bucket will pretty much mean he only needs to grab you because he can get a free bucket kill from a dthrow. Also, GaW can hit you with dtilt or a properly timed dash attack at the edge to stop planking sometimes so there is something he can do about it. He could also just flip bacon at you as much as he pleases.

The lag from him using his bucket is the only weakness to it in my opinion. The only time I would fill it is if he used an empty one offstage to stop from getting arrow gimped which by the time it's full he'll have fallen too low to get back to the ledge without getting edgehogged. How much earlier does he die without his bucket braking and is it worth the risk? Because you do know PIT has to get in to kill GaW anyway and a random bucket to our approach will go through everything we have and KILL US.

Filling his bucket is too risky. I say use arrows more wisely and be more safe.

Do you just want some random Google images picture links? lol
 

Kuro~

Nitoryu Kuro
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What do you mean he won't be able to kill after it's full? His smashes still have the same knockback don't they? A full bucket will pretty much mean he only needs to grab you because he can get a free bucket kill from a dthrow. Also, GaW can hit you with dtilt or a properly timed dash attack at the edge to stop planking sometimes so there is something he can do about it. He could also just flip bacon at you as much as he pleases.

The lag from him using his bucket is the only weakness to it in my opinion. The only time I would fill it is if he used an empty one offstage to stop from getting arrow gimped which by the time it's full he'll have fallen too low to get back to the ledge without getting edgehogged. How much earlier does he die without his bucket braking and is it worth the risk? Because you do know PIT has to get in to kill GaW anyway and a random bucket to our approach will go through everything we have and KILL US.

Filling his bucket is too risky. I say use arrows more wisely and be more safe.

Do you just want some random Google images picture links? lol


1) you have to plank smart ik that. Two every smash has a nice bit of startup aka why you shouldnt be getting hit by them easily. once his bucket is full he cant simply use aerial approaches as well as he did b4 and yes it makes a BIG DIFFERENCE if cant bucket brake. And you shouldnt be getting hit by the bucket attack unless he reads you anyways. And once pit fills up gaw's bucket he doesnt have to approach cuz more than likely you'll have percent lead. and why would you approach so mindlessly that you get bucketed to face anyways?
and naw id prefer something decent from photobucket i mean it is OUR mu thread.
 

Purple

Hi guys!
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Nothing is particular wrong with this thread, however if we're going to make Kuro's thread the official MU thread, we probably need to assure that everyone posts there.

So let's go on that.
 
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