I've heard of several ways to stop momentum while being unwillingly thrown out of the screen.
First was to jump and quickly up-b which is suppose to stop momentum, but is that any good for flying out of the screen upward, or should this only be used for being spiked, as i'm guessing a simple hop+up-b can just as well add to flying out of the top of the screen.
Second is by holding control stick in opposite way you have been thrown and mashing c-stick also in the opposite direction repeatedly.
Which techniques would be best for each direction you are being thrown?
Are there any other techniques I have not heard about?
If you mean air momentum canceling for Pit, the best option for Pit when it comes to canceling air momentum both horizontally and vertically are:
Horizontally: Fair + Jump + Glide.
For the part where I say Jump + Glide, hold the jump button so that Pit can jump and then glide immediately after jumping. Also, when gliding to cancel your air momentum, DON'T ANGLE THE GLIDE TRAJECTORY UNTIL YOU LOSE ALL MOMENTUM! If you do while you still have momentum, it will push you back slightly. So keep yourself in that neutral horizontal glide position. Until there is no more momentum, (Pit starts moving forward again.) then you CAN angle your glide trajectory. For DI, make sure you DI to the corner of the screen. To do that, just DI up when hit by a move which sends you flying horizontally.
Vertically: Fast Fall + Fair.
To accomplish this one much more easily/faster, hold down on the control stick while you use the C-stick to perform a Fair. This will make Pit fast fall during the attack. For DI, when hit vertically towards the ceiling, make sure you either DI by pressing left or right on the control stick. I should also mention that the C-Stick doesn't help with regular DI, only the control stick does.
Also, I made a thread on this some time back so I'll give you a link to it:
http://www.smashboards.com/showthread.php?t=215841
Near the end of the post, I should have come to a conclusion about the best strategy for Pit. If not, well I already put it up there for you. Read through the whole thing anyway because I think I also discuss about what Air Momentum Canceling is to someone and how to do it successfully.
For Atria,
Norfair allows Pit to stall and ledgecamp effectively. A good Pit would be "Sharking" in the stage often.
"Sharking" is a term that we Pits use when we attack our opponents from below a platform. In Norfair's case, a Pit uses U-airs below the platforms and opponent. This tactic is frequent in this stage and can be pressuring.
He can also hop from platform to platform with Up-B and doesnt have to be on those platforms, he can hop from ledge to ledge all he wants.
Pit's Mirror Shield blocks 2 outta 4 Lava hazards and can easily avoid the others.
Counterpick this place against the 4 following chars, and why
Snake: Snake's explosives are destoyed by the Lava and not much room for Snakedash to be really effective.
Diddy: Small platforms and Lava hazards damage Diddy's Banana game.
Falco: Small platforms weaken Falco's CG, and Lava from below may neutralize the Falco spike.
Dedede: No long Chaingrabs here.
Pit's bad stage here is Yoshi's Island (brawl version) Corrupt gave a small description on that.
Wow, I didn't know that Pit's mirror shield was capable of blocking the lava! Which ones can he block and can't? Are there any other good and bad stages for Pit? So far I've only got Norfair as a good stage for him while YIB is a bad stage for him. Again, reasons would be helpful. Also, what would be the best neutral stage for Pit apart from YIB which is a bad neutral stage for him. The only neutral stages I know of are:
Battlefield
Final Destination
Smashville
Yoshi's Island (Brawl)
Thanks