dskank
Smash Journeyman
(write up at end)
Their are several new stages in mlg rule set and on this thread we will discuss how pit can can abuse them.
I want to make this a weekly thing discussing a new stage indepth every week.
this week we will discuss ps2
Q: What advantages/disadvantages does pit have on this stage
Q:Who should pit take to this stage.
Q:Which stage shifts help/hurt pit most and how to abuse them.
Why am i doing this thread when their is already a stage discussion area on the boards?
Because this will tell how pit does on the stage, and pit boards are pretty much dead so hopefully this will cause some intrest
Why the title?
Because this is what pit is really saying when u do his side taunt
Now, discuss!
WRITE UP!
So ive been testing this stage a lot recently and my conclusion is ps2 is great for pit
Normal PS
flat fd like stage, its big which is good for arrow spam, nothing special about it
Transitions
pit can use every transition effectively
-ice is b-e-a-utiful, use arrows to disrupt their movement on the ice, AR across the stage, sliding f/d smash is ****, arrow looping and then AR is good, sliding infinite jab is lolz
-rock part;pit can zone/ camp great on the rocky part; if ur on the left side, arrow loop, if they approach, u have plenty of options, AR on the slope, spacing fair and nair, dacus on slope is great anti-air; on the right side; camp the corner (by corner I mean part the right next 2 the hill) space utilt and arrow loop, trap opponents into the dirt mound with jab AR and fthrow
-turbine part; pits stupid here, uthrow arrow for days, or uthrow>jump>arrow>they air dodge> punish with any arial, while in woi wind doesn’t affect pit’s momentum, this = wingrefresh and case them in the air, divedomb(when in air use woi fall and woi cancel) to the ground to avoid being juggled
-tread mill; good for pit planking, ****s up opponents spacing, uair 4 dayz; camp the middle
.
Disadvantage
-edges arent at an angle that helps our uair
-snake is broken on the treadmill part, moblile c4 and nades ****s our planking
Their are several new stages in mlg rule set and on this thread we will discuss how pit can can abuse them.
I want to make this a weekly thing discussing a new stage indepth every week.
this week we will discuss ps2
Q: What advantages/disadvantages does pit have on this stage
Q:Who should pit take to this stage.
Q:Which stage shifts help/hurt pit most and how to abuse them.
Why am i doing this thread when their is already a stage discussion area on the boards?
Because this will tell how pit does on the stage, and pit boards are pretty much dead so hopefully this will cause some intrest
Why the title?
Because this is what pit is really saying when u do his side taunt
Now, discuss!
WRITE UP!
So ive been testing this stage a lot recently and my conclusion is ps2 is great for pit
Normal PS
flat fd like stage, its big which is good for arrow spam, nothing special about it
Transitions
pit can use every transition effectively
-ice is b-e-a-utiful, use arrows to disrupt their movement on the ice, AR across the stage, sliding f/d smash is ****, arrow looping and then AR is good, sliding infinite jab is lolz
-rock part;pit can zone/ camp great on the rocky part; if ur on the left side, arrow loop, if they approach, u have plenty of options, AR on the slope, spacing fair and nair, dacus on slope is great anti-air; on the right side; camp the corner (by corner I mean part the right next 2 the hill) space utilt and arrow loop, trap opponents into the dirt mound with jab AR and fthrow
-turbine part; pits stupid here, uthrow arrow for days, or uthrow>jump>arrow>they air dodge> punish with any arial, while in woi wind doesn’t affect pit’s momentum, this = wingrefresh and case them in the air, divedomb(when in air use woi fall and woi cancel) to the ground to avoid being juggled
-tread mill; good for pit planking, ****s up opponents spacing, uair 4 dayz; camp the middle
.
Disadvantage
-edges arent at an angle that helps our uair
-snake is broken on the treadmill part, moblile c4 and nades ****s our planking