Admiral Pit
Smash Hero
I apologize for the lack of stuff lately, but working hard and not only have I found only a few character representatives, but some are taking time providing me info, most likely because of school or something else keeping them busy.
But anyways, onto a matchup where I actually use both characters. Boozer time!
Matchup: Bowser (Currently at 55:45 Pit's Advantage)
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.
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.
As said before, Bowser is really big and heavy, 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.
Edgeguarding and Gimping, for Bowser to Pit, Bowser's F-air has great range, and can be good when he's persuing 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.
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.
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 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.
http://www.smashboards.com/showthread.php?t=193617
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.
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.
As far as Stages go, this old Stage CP/banning for Pit is here.
http://www.smashboards.com/showthread.php?t=206886
Note that the list is old and may not be 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, 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.
This has been viewed and verified by Vex Kasrani, the Amazing Bowser from Pennsylvania.
But anyways, onto a matchup where I actually use both characters. Boozer time!
Matchup: Bowser (Currently at 55:45 Pit's Advantage)
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.
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.
As said before, Bowser is really big and heavy, 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.
Edgeguarding and Gimping, for Bowser to Pit, Bowser's F-air has great range, and can be good when he's persuing 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.
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.
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 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.
http://www.smashboards.com/showthread.php?t=193617
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.
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.
As far as Stages go, this old Stage CP/banning for Pit is here.
http://www.smashboards.com/showthread.php?t=206886
Note that the list is old and may not be 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, 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.
This has been viewed and verified by Vex Kasrani, the Amazing Bowser from Pennsylvania.