!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! ooooooooo. o8o . `888 `Y88. `"' .o8 888 .d88' oooo .o888oo 888ooo88P' `888 888 888 888 888 888 888 888 . o888o o888o "888" ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A character FAQ for the aspiring Pit main. Contents: [INT] Introduction [CHAR] Character Description [MOV] Moveset [STRAT] Strategies [MATCH] Matchups [TOURN] General tournament rules [STAGE] Choosing a stage [GLOSS] Glossary of terms used [REFER] References [CNCT] Contact Info. [LGL] Legal stuff and Credit-giving [INT] Introduction ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Hello, I am Phaigne, your friendly neighborhood smasher. I wrote this guide because I love Smash Bros. and the character Pit. I�m not a pro, but I would say I am pretty good. This is my first FAQ so it will be rough. But let�s continue. [Char] Character Description ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Pit is the main character of Kid Icarus. He is also a very solid character in Super Smash Bros. Brawl. He is an angel who cannot ordinarily fly but has wings and can pretty much own the sky. He has three midair jumps and a recovery move that temporarily allows Pit to fly wherever he pleases. This means Pit has amazing recovery. On top of that he can glide. Pit�s only true weakness are his light weight, his helpless mode after being hit in his Up-B, and short grab. But he is loaded with benefits. He is currently listed as 18th on the tier list, but who cares about that? Pros: -Amazing projectile -Fast -Two reflectors -Almost all moves have potential for some aspect of fighting -Great recovery -All around Pit is at least good at about every game-play aspect -Great edge-guarding abilities Cons: -Light -Angel Ring and Mirror Shield are both somewhat slow -Pit is put into helpless mode if hit during his Up-B -Short range on grabs [MOV] Moveset ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Here I will explain all of Pit�s moves. Everything from damage to knockback to uses. Don�t think because you have played with Pit before that you know everything about his moves. Every move should have some frame data. It's not complete yet, but you'll get the picture. ~~~~~~~~~~~~~~ (A, Tilts attacks) ~~ Non-chargeable moves. This is more of the "utility" section of Pit's moveset. You will use these moves a lot for set up and punishment. Neutral A (Combo) Range: Mid %- 3>3>5 to 3>2>2 Knockback: The first two hits have poor knockback, the last has slightly more and will keep them away from you. Description: Does three swipes one after the next. Notes: Comes out quite fast. Use this for any situation where you need to attack quickly. The first two hits actually pull people in, so it is a good lead in to a grab. Neutral A (Endless) Range: Mid %- 3>3>1>1>1>1>1> to 3>2>1>1>1>1>1> Knockback: Poor. This attack will constantly hit them and can be kept up for as long as you want. The attack actually has reverse knockback which means that it draws them in slightly. Description: Does two swipes then spins his bow around himself. It also hits slightly behind Pit. Notes: A wall of blades. This attack is nice because it has suprising range (it sucks people in) and can hold opponents in for some good damage. Frame Data: Total for all 3 Jabs without hitting: 63 First hit on frame 5 Shield hit lag: Shield stun: Advantage: Hit Lag: Second hit on frame 12 Shield hit lag: Shield stun: Advantage: Hit Lag: Third hit on frame 19 Shield hit lag: Shield stun: Advantage: Hit Lag: Starts Infinte Jab on frame 23 Shield hit lag: Shield stun: Advantage: Hit Lag: Forward-Tilt Range: Mid-Long %- 12% to 5% Knockback: Moderate Knock back. Sends your target slightly above a straight horizontal line. Description: He stabs his two swords in front of him. Notes: One of Pit's slowest attacks, but also one of his longest ranged attacks. It can possibly kill and is able to punish rolling. Works well with arrow chasing. (See Advanced Techniques) Frame Data: Total: 40 First hits on frame 14 Shield hit lag: Shield stun: Advantage: Hit Lag: Down-Tilt Range: Short-Mid %- 11% to 5% Knockback: Pops them straight up. If a opponent is holding onto the edge of the stage and you're close on top of them (The hitbox is about where Pit's front foot is) this becomes a very powerful spike, but is very hard to do. They don't have to be holding on the ledge to spike. Description: Swings his sword at his targets feet. Notes: Pops characters up into good combo position. Also, it is very fast with good range. Frame Data: Total: 29 First hits on frame 6 Shield hit lag: Shield stun: Advantage: Hit Lag: Up-Tilt Range: Short horizontal but mid vertical %- (16%) 3>5>8 to (7%) 1>3>3 Knockback: The first hit is when Pit puts his sword on the ground to hold himself up and it is the hardest to hit with, this knocks them up slightly The two hits are when Pit kicks into the air, the last hits sends them up. Description: Pit holds himself up with his sword and does two kicks up. Notes: A very fast attack, but it suffers from abysmal range. Good if you are right on top of your opponent or he is on a platform above you. Also, it is a great move to perform from a Glide cancel slide. Frame Data: Total: 35 First hits on frame 2 Second hits on frame 9 Third hits on frame 20 Shield hit lag: Shield stun: Advantage: Hit Lag: Dash Attack Range: Short-mid %- 12% to 5% Knockback: Sends them up and away from you. Description: Pit runs forward and swings his sword at the feet of his target. This move has a lot of lag at the end making it one of Pit's slower moves. Notes: A little laggy, but it has some killing potential. Not really the best move, use it sparingly. Frame Data: Total: 49 First hits on frame 6 Shield hit lag: Shield stun: Advantage: Hit Lag: Ledge Attack <100% Range: mid %- 8% to 2-3% Knockback: Hits them behind you and off the stage. Description: Pit kicks out onto the stage and then gets up. Ledge Attack >100% Range: mid-long %- 10% to 4-5% Knockback: Barely sends them anywhere. If you are over 100% it sends them back onto the stage. Description: Pit stabs his sword onto the stage giving him more range and doesn't make him as open. Then gets up. Get up attack Range: mid %- 6% to 2% Knockback: Barely sends them anywhere. Description: Pit swings his swords as he gets up (Smash attacks) ~~The general kill moves. Pit is less about the killing, and more about racking up tons of damage so any move will kill. Forward Smash Range: Mid %- two hits first hit 7% to 3% second hit 12% to 5% (if the second hit is tippered +1%) Charged first hit 10% to 4% and charged second hit 18% to 8% Knockback: Sends them flying at a 45 degree angle away from you. One of Pits best kill moves. (Tipper does not seem to add more knockback) Description: Pit swings his two sword one after the other, this is one of Pits best kill moves. Notes: Quick and quite powerful. This is an amazing attack. The only problem is at higher levels of play, people may escape the second swing via DI. Frame Data: Total: 48 First hit on frame 6 Second hit on frame 24 Shield hit lag: Shield stun: Hit Lag: 15 Advantage: Down Smash Range: Mid-Short %- In front of Pit 13% to 6% Behind Pit 10% to 5%,Charged in front 19% to 8%, Charged behind 12% to 6% Knockback: Launches them at a 40 degree angle away from you if hit by the first swipe. The second swipe acts like a Dtilt setting up for an easy Bair. Hits on both sides, so it's great if you're unsure. If your target is inside your character you will get both hits off. Description: Pit swings one of his swords in front of himself then one behind. Another of Pits good kill moves. Notes: Great for punishing people who roll a lot. Has some killing potential. Overall good move. Frame Data: Total: 41 First hit on frame 5 Hit Lag: 30 Second hit on frame 18 Hit Lag: 29 Shield hit lag: Shield stun: Advantage: Up Smash Range: Mid vertical %- three hits (13%) 3>2>8 to (6%) 1>1>4 Charged (19%) 4>3>12 to (8%) 1>2>5 Knockback: Straight. The first two hits send your target down and can be used as a spike if done right, but are more often used to keep your target there so that they will be hit by the third hit which will send them flying. Description: Pit swings his swords above his head and slightly lifts off the ground. Notes: Mostly used for damage building rather than killing, this move is Pit's worst smash. It's actually pretty good if used in a slide. Hits players on platforms above you. Frame Data: Total: 46 First hit on frame 5 Hit Lag: Second hit on frame 12 Hit Lag: Third hit on frame 23 Hit Lag: Shield hit lag: Shield stun: Advantage: (Air Attacks) ~~ Pit's excellent air attacks are a mix of damaging, multi-hit moves and deadly, single strikes. This is where Pit really excels. Neutral-Air Range: Short %- 8 hits in all, (11%) 1>1>1>1>1>1>1>4 to (8%) 1>1>1>1>1>1>1>1 Knockback: All the hits but the last have very poor knockback. Description: Pit spins his bow around himself. Notes: Good priority and fast coming out. Great for approaches and heavy characters. Use this move. Frame Data: Total: 31 First Hit on frame 3 Landing lag: 31 Shield hit lag: Shield stun: Advantage: Forward-Air Range: Mid-long %- 13% to 5% Knockback: Hits your target straight away from you. Description: Pits swipes his two swords in front of himself. Notes: A cornerstone in a good Pit's game. Great for gimping and spacing. This move is fast and deadly. Frame Data: Total: 28 First Hit on frame 11 Landing lag: 16 Shield hit lag: Shield stun: Advantage: Hit Lag: Down-Air Range: Mid %- 12% to 5% Knockback: Hits your target straight up. Description: When Pit does his dair, he swings one of his swords under himself. Notes: Good for combos and approaches. It hits in a nice arc below Pit. Has some significant landing lag if done close to the ground. Frame Data: Total: 38 Earliest possible hit on frame 10 Latest possible Hit on frame 17 Landing lag: 31 Shield hit lag: Shield stun: Advantage: Hit Lag: Back-Air Range: short-mid (Sweetspot is short) %- 9% to 3% Ping 15% to 6% Knockback: When sweetspotted, this becomes Pit's best kill move sending your target slightly up and very much to the side. If you don't hit with the sweetspot, Pit keeps his sword out for a lingering hitbox Description: Pit connects the swords making it like a pole with a dagger at the end. Notes: Amazing move. Good for killing, combos, and approaching. Try and keep this move fresh. Frame Data: Total: 27 First Hit on frame 7 Hitbox is out from frames 7-20 Landing lag: 16 Shield hit lag: Shield stun: Advantage: Hit Lag: Up-Air Range: Mid %- (12%) 2>2>2>2>2>2 to (6%) 1>1>1>1>1>1 Knockback: This is another multi hitting attack where the last hit sends your opponent flying Slightly up and at an angle, to the left or right depending on DI. Description: Pit spins his bow above his head. Notes: A good move to hit an opponent above you. This move is great because you can angle it so that it hits an enemy who would normally hit you, protecting you from damage and hurting your opponent. Frame Data: Total: 31 First Hit on frame 3 Landing lag: 31 Shield hit lag: Shield stun: Advantage: Hit Lag: Glide attack Range: Mid %- 13% to 5% Knockback: Hits your target up. Description: Swings his sword under and in front of himself to hit his target. Notes: When Pit swings his blades, he hits all the way from in below him, to above him and everywhere between.Great for working odd angles. Kind of slow and easily seen coming, this move has limited attack potential. If you do get it off, it has great knockback. Try to predict your opponent and get your glide attack off before they can attack you first. Frame Data: Total: 32 Earliest possible hit on frame 6 Latest possible Hit on frame 11 Landing lag: 2 Shield hit lag: Shield stun: Advantage: Hit Lag: (Special attacks) ~~ Pit's very special moves. Thes moves all have some odd properties, so I would advise playing around with them. Just about every move has an advanced technique attached to it. Light Bow (arrow) B Range: It disappears after crossing the kill zones at the sides and never goes away when shot upwards. %- Uncharged: 5% to 2%|Charged: 11% to 5% Knockback: Very little knockback. Good enough for gimping, though. Description: Pit shoots an arrow that can be controlled by Pit when he is still moving or dead. Notes: The very symbol of Pit. This is your best friend. Use it to rack up damage, keep opponents at bay, knock them off the screen, play mindgames on them, or just plain out annoy them. If you don't use this move, you should stop playing as Pit. Frame Data: Total: 40 Shoots arrow on frame 20 Hit Lag: 22 Angel Ring(Side B) Range: Long %- (how ever much you want/can get off in 10sec) 2% to 1% Knockback: Almost no knockback, but it has a windpush effect at the end. Description: When used on the ground Pit dashes forward then spins his swords in front of himself to rack up damage. This attack can also reflect projectiles but shouldn't be your reflector of choice. Can be held out for 10 seconds. Notes: Not one of my favorite moves. Reflects projectils and is particularly useful against Pikachu's Thunder and Snake's mortar. Try and make it where you only barely hit your opponent, so they can't DI out and punish you before the move is over. Frame Data: Total: 64 First hits on frame 12 Ends quickest on frame 41 Hit Lag: Mirror Shield(down b) Range: Short %- no damage it self but deals seems to deal +1 damage to reflected projectile damage Knockback: None Description: Pit pulls out his mirror shield to reflect projectiles or turn melee attacks around. This attack has super armor on the pullout of the shield. It can turn melee attackers around if they hit right as the shield is shining. Notes: Pit's better reflector and object of frustration for a lot of other characters. It can spin many recoveries around (My favorites are Ness and Lucas) and reflects projectiles faster then they came. If only it were a little faster... Frame Data: Total: 40 Comes out on frame 5 Reflects attacks on frames 5-19 Wings of Icarus (WoI) (UpB) Range: 5 seconds of free ranged flight. 3 seconds if used again without a slight break Knockback: Doesn't have true knockback, but right as the attack is started there is a wind push effect as WoI is started. T Description: Pit can fly freely around the stage but if hit can not use his jumps or another WoI until he lands. If this attack is not canceled with an attack Pit goes into free fall. Notes: Probably Pit's biggest weakness because if he is hit out of this over a pit, he is auotmatically dead. It gives you amazing mobility in the air. Also, the wind push effect has many uses. If you use this close to the ledge, Pit will auto-cling from a large distance. Frame Data: Wings come out on frame 1 Total: 209 Wind is active from frames 5-16 (Grabs) Pit has great grabs. They are mostly used for setting an opponent up to be comboed, but they also do a good amount of damage and have some great properties. Grab attack Range: Grab %- 2% to 1% Knockback: None. Description: Pit knees the character he is holding in the gut. Notes: Great for clearing move degradation. Also, it works wonders for building up damage and angering your opponent. Forward Throw Range: Grab %- 10% to 4% Knockback: Does good knockback and can even kill off to the side of the screen at high percents at either side of the stage. Description: Slashes opponents to send them flying. Notes: One of Pit's great grabs. It has a chaingrab on certain characters and is easy to follow up. Back Throw Range: Grab %- 8% to 3% Knockback: Throws them straight back Description: Twirls around with the enemy in tow and launches him backward doing. Notes: Nothing really special, it's a lot like the forward throw, but looks cooler. Down Throw Range: Grab %- 6% to 3% Knockback: Sends them straight up after hitting the ground. Description: Slams opponent on the ground causing them to bounce up. Notes: Great for combos at lower %s. Other than that, it's just fun to bounce people's faces of the ground. Up Throw Range: Grab %- 11% to 5% Knockback: sends the opponent up and is the strongest of Pits grabs. Description: Does a handstand and kicks opponent with both feet causing them to fly into the air. Notes: Since it is strong and sends opponents up, I would recommend using this at high percents to follow up with an arrow. Other than that, it is a normal throw. Grabs/Miscellany Frame Data: Standing Grab: Total: 29 First grabs on frame 6 Dash Grab: Total: 39 First grabs on frame 10 Pivot Grab: Total: 35 First grabs on frame 8 Grab Pummel Total: 26 Hits on frame 2 Spot Dodge: Total: 26 Invincible frames 7 - 21 Air Dodge: Total: 35 Invincible frames 9 - 30 Roll Backward: Total: 33 Invincible frames 9 - 19 Roll Forward: Total: 33 Invincible frames 9 - 19 Jump: Airborne on frame 5 Short-Hop: Airborne for 42 frames [STRAT] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Strategy. There�s not much to say here. This will cover a wide variety of techniques, from the simple to the incredibly sophisticated. I will probably sub-divide this section into Basic Tips and Advance Techniques. {Basic Tips} This is where you will hear a lot of stuff you may already know, but still, it's not a bad idea to read through and see if you learn something. Directional Influence (DI): DI is basically control over where your character goes. When you are on the ground, in the air, or knocked back from an attack, you have some amount of control over where your character is going. There are two types of DI: *Normal DI: This is the influence your joystick has on where you go when hit. Try smashing your stick back towards the level when you are knocked away. *Smash DI: This has no influence over your aerial or ground movement, but rather the direction you are sent when you are hit. You do this by smashing the C-stick in the direction you want to go. This is very helpful for escaping multi-hit attacks. Video Demonstration: http://www.youtube.com/watch?v=5hQIy7P7RWo Ukemi: Also called teching, this is where your character rolls once launched towards a wall or floor. This is helpful for repositioning to go on the offense and for quickly getting up and avoiding attacks. Ledge Stalling: This is the act of abusing the invincibilty frames you get from grabbing on to a ledge. This is great for Pit as it is a good stall as well as a good way to set up for attacks. (U-Air and ledge-hopped N-Air come to mind.) To ledge stall as Pit grab on to the edge, press down to fall, before you fall too far jump, at the top of your jump use your Up-B to auto cling to the ledge. This whole process should only take a second. Recovering: While for Pit recovering seems simple, that is not always the case. As Pit you will have several recovery options: Jumping, Gliding, and using WoI. Gliding is probably the most efficient way to recover as it only eats one jump and is fast and great for set-ups, but there are certain situations that call for certain ways of recovering. Suchs as against Zelda or Lucas, since they can easily knock you out of your glide, you would want to jump to the ledge or if all else fails, WoI above the level. Also, don't forget, Pit can easily go under a lot of levels to try and get a better vantage point. Approach: This may seems simple, but approaching is not one of Pit's strengths. For some of the cast, you should not worry about approaching, since you will be able to force them to approach with your arrows. There are some cast members, however, that can out camp you. If this is the case, or you don't want to seem like a spamming bitch, Pit has a few decent options. Walking, running, gliding, and jumping all can be forms of approach. Each one has it's benefits and detriments.Using a variety of approaches is key to a succesful game. Examples of approach: - Short Hopped N-Air - Short Hopped D-Air - Run into a dash attack/U-Smash/grab - Walk into a F-tilt/D-tilt/F-smash/D-Smash/grab - Glide into an attack or cancelled glide attack to slide - Jump over an opponent and try to attack their back - Roll around them and try to get an attack off before they do - Jump in the air and shoot an arrow while moving forward in the air. Offense: In my opinion, Pit is an offensive character. He is very flexible in how he can fight and a good Pit will adjust to any situation. Some tips to improve your Pit's offensive game: -Use all of Pit's moves. Everyone has at least some use (If only to refresh your other moves). -Use the right attack for the right situation. Some attacks are better suited for certain moments. -Use your aerials. You have wings, of course you're going to do well in the air. Pit had an amazing set of aerial moves. He can hit at all kind of odd angles and be protected from damage. Your aerial are all good, so don't just stay on the ground. -Momentum is a big factor in SSBB. When you get momentum, keep it. Pit is a combo beast, so it's easy to just keep your opponents in a constant state of terror. Just learn what moves follow what and make sure you are familiar with the knockbacks of each move. -Space properly so your opponent either can't reach you or is easily grabbed/attacked -Keep your kill moves fresh. The fresher your moves, the more knockback. -Keep pressure on your opponent. If your not attacking him, you should be. Defense: While I said that Pit was an offensive character before, that doesn't mean he is without defensive options. In fact, he has very good defense too. Here are some general tips: -Your reflectors are slow, but effective. Make sure you use them in a projectile heavy matchup -Shield. Shields block anything, so don't be afraid to throw it up. Just be careful because they degrade and any uncovered spot can be attacked. Also, if your shield degrades completely, it breaks and you are momentarily stunned. -Dodging is your friend. Remember you have three types of dodging: rolling, spot dodging, and air dodging.Each one keeps you from harm, just choose the right one in the right situation. -Run away. You have arrows, use them. If someone is tearing you apart, try to escape and reset the spacing so you can spam arrows in their face. Pew, Pew! Mindgames: Mindgames are simply just messing with your opponents head to try and get an advantage. Personally, I think Pit has some great mind games with his ATs. You could arrow chase so that as the person dodges your arrow you hit them, or they take the arrow and dodge the hit. Either way it's a win-win. Even spamming your arrows is a mindgame, because it frustrates the opponent so much, they won't be able to think clearly. Spacing: Spacing is pretty simple in theory, but not so much in practice. Basically all it is is just how far you are from an opponent. The idea is to keep optimal spacing, so you can hit them, and hopefully they can't hit you. Just try and adjust where you are on the field to your advantage. This is particularly useful against Marth (Damn those tippers!), but should be something you do in any match. Just remember, spacing also counts as running away and shooting arrows. Priority: Priority decides what attack will when if two attacks collide. It is usually related to how much damage an attack deals. Basically, the theory here is to use an attack with higher priority than your opponents attacks, so you win out and deal damage to them. Priority only affects grounded characters and two air-borne characters can hit eachother at the same time without clashing attacks. This becomes a big pain when you deal with characters with massive priority (I'm looking at you and your Tornado, Metaknight). Grabs always have priority over any other attack. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ From this point on, this guide becomes an in-depth guide for perfecting Pit's fighting style and learning to play in a tournament style setting. {Advanced Techniques} Arrows-- A crux of Pit�s game play. Fast, controllable, stunning, and annoying, Pit�s arrows possess many properties of a great projectile. These babies have a lot of techniques behind them. �Arrow Looping: Probably one of the first Pit AT. This is pretty much what is sounds like; Pit shoots an arrow and curves it into a complete loop. Some debate on it's usefulness, but if anything play with it to gain better arrow control. Video Demonstration: http://www.youtube.com/watch?v=HpUrRFEHUfU �Arrow Chasing: This is really just an implementation of Arrow Looping. Basically, you loop an arrow and time it out so that right as the arrow hits you attack the opponent with some other attack. This distracts the opponent and allows for you to get extra damage. Video Demonstration: http://www.youtube.com/watch?v=AGw8vJGyimo&feature=channel_page �Arrow Raining: Not really useful, but definitely fun. Shoot several arrows straight up (Maximum of 4) and curve them all towards the stage so they all "rain" down. Video Demonstration: http://www.youtube.com/watch?v=x8-FGf24cfc �Arrow Blitzing: This is just an extension of arrow looping as well. Arrow blitzing is hitting a target with multiple arrows at once. This can be accomplished many ways. Video Demonstration: http://www.youtube.com/watch?v=Jg3260GBljo (My boy UndrDog, look him up!) �Arrow Looping/Chaining: Arrow blitzing with style. Basically what you do is this: You fire one arrow and curve it straight up, then you start to charge another arrow while still looping the first, when the first arrow completes the loop, you release the second arrow, repeat until you have as many arrows as you want "layered" and rain them on some fools! Video Demonstration: http://www.youtube.com/watch?v=tLuf4UOsQ6Q (Discovered by Sean~) Mirror-Shield�- It�s a great defensive tool. It reflects projectiles faster and stronger. It also turns people around if they hit the shield while it is sparkling, this is called Shield-Shining. It�s great for gimping recoveries. Recoveries that can be Mirror-Shielded: *Bowser�s Up-B *Donkey Kong�s Up-B *Falco�s Up-B *Fox�s Up-B *Ike�s Up-B and Side-B *Ice Climber's Side-B *Jigglypuff's Side-B (Next to useless.) *Kirby�s Up-B *Lucas� Up-B *Luigi's Up-B and Side-B *Ness� Up-B *Marth's Up-B and Neutral-B *Peach's Up-B *Mario�s Up-B *Metaknight's Up-B, Neutral-B, and Side-B *Pikachu's Side-B *Captain Falcon's Side-B *Ganondorf's Side-B *Squirtle�s Up-B and Side-B *Charizard�s Up-B *Samus� Up-B *Toon Link�s Up-B *Link�s Up-B *Wolf�s Up-B *Yoshi's Side-B Angel Ring-- Not my favorite move, but it does have some applications. I only know of one real technique, though. -Angel Ring Tech: This one is kind of tough and limited in it's uses. Basically what it does is it combines the aerial movement of an AR started in the air and the slide you get when you start an AR on the ground. You need to start AR once your momentum reaches 0, I believe. Video Demonstration: http://www.youtube.com/watch?v=1gYXFfJ302E Wings of Icarus-- Pit's greatest weakness, but also a great strength. -Wing Renewal:Useful for chasing down faraway enemies, this AT basically gives you more mobility and the ability to use WoI twice in the air. All you have to do is once in WoI, skim the ground with Pit's feet. The most effective way to do this is to short hop, initiate WoI, touch the ground, and then take off after your opponent. Make sure you cancel the wings with an attack or else you don't get your wings back. Video Demonstration: http://www.youtube.com/watch?v=qMjx1LBnEUg -Wing Dash: A complex AT, Wingdashing is one of the most misunderstood strategies. Employed by Short-hopping, imediately using WoI, rotating the joystick (Counter-clockwise for a left dash, clockwise for a right dash), and using D-air. This is mostly used for repositioning Pit to get an advantage or to break out of certain attacks because the WoI cancels some attacks. Video Demonstration: http://www.youtube.com/watch?v=2xI-UAdZdhY Gliding-- Very useful. Pit has the fastest glide in the game. Add to that a great glide attack and you have something great. -Glide Shifting: How to do: as Pit starts his glide, slam down on the joystick. If successful, Pit will fast fall before actually starting to glide. Useful for controlling your position and throwing opponents off. Video Demonstration: http://www.youtube.com/watch?v=McvPXPF0P60 -Glide Canceling: A simple one. Just attack before you hit the ground during a glide and you will land with no lag. You can do this in quite a large window of time before you hit the ground. If done while going fast and landing at a somewhat horizontal angle, Pit will slide, opening up a world of possibilties. Video Demonstration: http://www.youtube.com/watch?v=sS_wynKY36c -Glidehop: When on a ledge, drop down and hold the jump button. As soon as you start gliding, hold up. If successful, you will be gliding close to the ground right after hanging off of a ledge. Useful for going on the offensive and mixing things up. Video Demonstration: http://www.youtube.com/watch?v=-918BLZNk2k -Single-jump Glide: This is pretty simple. Basically, just jump and jump again quickly, but hold the jump button. If performed correctly, you will start a glide close to the ground. Grabs-- Pit has some beast grabs. Good for setups and damage both, learn to use them wisely. -Chaingrab: On some characters Pit has a repetitive grab that is hard or possible to escape until a certain percentage. This is performed by grabbing a compatible opponent and performing a forward throw, then running, regrabbing, and repeating. Video Demonstration: http://www.youtube.com/watch?v=1X8lyiJOovU -Pivot Grab: When running, slam the joystick in the opposite direction and instantly do a grab. If done correctly, Pit's grab range will be increased.Useful for spacing well and grabbing. Very useful for stopping Metaknight's Tornado. Video Demonstration: http://www.youtube.com/watch?v=0CbjXbVipWI Shielding/Dodging-- -Shield Grab: This is a simple one. When you have your shield up, press A. You will grab faster than if you were to have dropped your shield and then grabbed. -Angelic Step: When Pit does a spot dodge he takes a small step forward. The Angelic step basically takes advantage of that.To perform, do a spot dodge, and while Pit is dodging hold back, and once he is done (There is a small pause) press forward. If done right, Pit will slide forward while spinning. Useful for mindgames and spacing. Video Demonstration: http://www.youtube.com/watch?v=6cJ37_tuG5s&feature=related [MATCH] Matchups ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Here I will give you specific advice against a certain character. This is based on the normal attributes a character has as well as the way a good player would be expected to play their character. * Bowser * Captain Falcon * Donkey Kong * Falco * Fox * Ganondorf * Ice Climbers * Jigglypuff * Kirby * Link * Luigi * Marth * Mr. Game & Watch * Peach * Pikachu * Mario * Ness * Samus * Yoshi * Zelda/Sheik * Diddy Kong * Ike * King Dedede * Lucario * Lucas * Meta Knight * Olimar * Pit * Pok�mon Trainer Squirtle: Ivysaur: Charizard: * R.O.B. * Snake * Sonic * Toon Link * Wario * Wolf * Zero Suit Samus [TOURN]General Tournament Rules ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This is directly from the Smash Back Room. Remember these are only suggestions, but they are suggested for very good reasons. This is how most tournaments will be run. SBR Recommended Ruleset Super Smash Brothers: Brawl (singles and doubles) The following list was created by members of the Smash Back Room (SBR). Each rule was debated and voted upon in separate topics. While it is always up to the Tournament Organizers (TO) to determine the rules that best fit their tournaments, we recommend these rules be used as a base guideline to new and experienced TO's alike. General rules: ~~~~~~~~~~~~~~ * 3 Stock * 8 minute timer * Items are set to "off" and "none" * All sets with the possible exception of winner's finals, loser's finals, and the championship are best of 3 matches (best of 5 and above is recommended for any "finals" matches) * In the event of a dispute, controller ports will be selected by Rock-Paper-Scissors * No player may choose a stage they have already won on in that set unless agreed upon by both players. * In team matches, the ports will be determined in a 1221 fashion; whoever wins the RPS will choose first, then the opposing team will get their ports, and then the teammate of the RPS winner will get the last port. * If the timer runs out, the victor is determined first by stock and then by percentage. * Metaknight's Infinite Cape glitch is banned. * If a game ends with Bowser doing his suicide klaw and it ends in sudden death, the sudden death will be ignored and that game will count as a win for Bowser. * You are responsible for your own controller and name tag. Any malfunctions or errors that occur are your responsibility, so bring an extra controller if possible and always check to make sure you're using the correct settings BEFORE a match is played. If a match is to be restarted due to controller functions, it must be agreed upon by both parties. * Any action that can prevent the game from continuing (i.e., freezing, disappearing characters, game reset, etc.) will result in a forfeit of that match for the player that initiated the action. You are responsible for knowing your own character, and must be wary about accidentally triggering one of these effects. * Stalling is banned. -Stalling: The act of deliberately avoiding any and all conflict so that one may make the game unplayable. Running away from an opponent to reach a better position is not stalling, while doing an infinite grab endlessly against a wall is. Any infinite chain grabs most end quickly after 300% has been reached so as to prevent excessive stalling. Set format (In Order of Procedure): ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1. Opponents choose their characters for the first match * 2. Opponents start the stage striking procedure 3. Each player may announce one stage to be banned for counterpicks of the set 4. The first game is played, using the stage chosen during step 2 5. The loser of the previous match announces the next match's stage from either the Starter Stage List or the Counter Stage List 6. The winner of the previous match chooses their character 7. The loser of the previous match chooses their character 8. Repeat steps 5-7 for all proceeding matches *Double blind character selection may be called for the first match ***Author's Note: There is an extra step/rule in here sometimes, it's called Dave's Stupid Rule. Posted from SmashWiki: Dave's Stupid Rule is a regulation that is in effect at most tournaments. While there are minor variations of the rule, they all have the same intention: to prevent a player from having an unfair advantage by picking the same stage multiple times in a match. At the rule's simplest level, no stage that has already been played in a round may be picked for another game in the same round. For example, a random pick chooses Final Destination for the first game of a Falco vs. Ike match. The Falco player loses, so s/he gets to pick the next stage. S/he wants Final Destination again, because it's a good Falco stage. However, Dave's Stupid Rule states that Final Destination cannot be played again in that round, so the Falco player must pick a new stage. The rule is named after the smasher Scamp. The most common variation of Dave's Stupid Rule is that a player cannot pick a stage they have WON on during the round in question. Therefore, under this variation, the Falco player would be free to pick Final Destination for the second game. However, imagine that Final Destination was the randomly selected neutral stage. The Falco player wins, so the Ike player counterpicks Battlefield. Ike wins game two. Now, the Falco player gets to pick the next stage, but because s/he won on Final Destination, s/he can't pick it again. Another variation says that if the player counter-picking chooses Random for the stage, a stage may be played twice. In some tournaments, where only three or four stages are allowed, this is often a viable strategy to get the same stage twice in one match. Stage Lists: ~~~~~~~~~~~~ TOs must move stages from the starter/counterpick into either the starter or counterpick categories and must move stages from counterpick/banned into either the counterpick or banned categories. Stages in the Starter/Counter and Counter/Banned list did not receive 2/3 majority, and therefore you are given the option to put those stages in either category, as we did not come to a consensus on it. The SBR Recommended rule list uses the stage striking system. In this system, players take turns striking stages from the starter list until only one remains; these stages are not banned and can be counterpicked later in the set. There must be an odd number of starter stages. Starter: *Battlefield *Final Destination *Smashville *Yoshi's Island Starter/Counter: *Castle Siege *Delfino *Halberd *Lylat Cruise *Pok�mon Stadium 1 Counter: *Brinstar *Corneria *Distant Planet *Frigate Orpheon *Green Hill Zone *Jungle Japes *Luigi's Mansion *Norfair *Pictochat *Pirate Ship *Pok�mon Stadium 2 *Rainbow Cruise *Yoshi's Island (Pipes) Counter/Banned: *Green Greens *Mario Circuit *Onett *Port Town Aero Dive *Skyworld Banned: *75m *Big Blue *Bridge of Eldin *Flat Zone 2 *Hanenbow *Hyrule Temple *Mario Bros. *Mushroomy Kingdom I *Mushroomy Kingdom II *New Pork City *Rumble Falls *Shadow Moses *Spear Pillar *The Summit *Wario Ware Additional Rules for Double's Play: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ * Life Stealing is allowed * Set team attack to ON * Hanenbow may be moved from Ban to Counterpick for Doubles Optional Rules: ~~~~~~~~~~~~~~~ Some rules were discussed in the SBR but were not deemed to be important enough to consider staples to a rule set, or were considered to be too intrusive to be common. We recommended you include any of the following optional rules you deem to be necessary and modify them as needed. * Port slob picks: On a player's counterpick, that player may opt to redo the port selection process with that player or team picking their port first. * Resolving Ties: Any games ending in time running out should always be decided by stock, and then percents. If percents are the same or both players die simultaneously, there will be a 1 stock overttime or the sudden death will be played out. The TO needs to decide which of these will be used before the tournament. Bowser's suicide klaw is exempt from this rule. * Color Blind rule: Should a player have a color-based disability, he or she may request in a teams match to have a specific color for their team. This is so characters such as Lucario or Sonic can be granted the blue team so that there is not unnecessary confusion. * Wiimotes and Classic Controller users should know to take the batteries out of their controllers after finishing a set; not only will this save battery life, but it prevents accidental intereference and delay for tournament matches. * Pirated copies of Brawl or modded Wii consoles will not be used for tournament matches. * The Mages DQ rule: After a match has been called, if a player is two minutes late he will receive a warning. At 4 minutes late, he will be given a loss for the first game of the set. After six minutes, he will be given a loss of the entire set. * It is recommended to have a station set up specifically for Gamecube controllers; this prevents intereference from wiimotes in future matches, whether intentional or accidental. This is a great way to make sure the finals go smoothly. Alternatively, you could make a station for wiimotes only, but it is recommended to have a GC only station. Notes: ~~~~~~ * This list is not meant to be copied and pasted, but instead copied and adjusted to fit each tournaments situation (time limits, regional philosophies, etc.). * Some of these stages (Port Town, Skyworld) have been traditionally banned. Many of these stages had very fierce debate, the stages position on each list is only indicative of the end result of each debate. Some of these results have been quite surprising. Many of these stages that many banned immediately were put into the counterpick category because the SBR could not see any evidence for banning the stage rather than general distaste, which is not an adequate reason for removing a stage from the game. * The SBR debated heavily over rule enforcement but decided such decisions are currently too broad to be stated within this recommended rule list. It is recommended a system be in place to deal with disqualifications for players who are late or absent from matches (the Mages DQ rule is a good starting point) and for those who violate the rules. There is a list of optional rules that have been added for your ease of use. * Players are responsible for knowing the rules. No more than the previous match should be replayed in the event of a rule violation and it is recommended that any disputes be brought promptly and quickly to the TO's attention. * For larger tournaments pool play should precede double elimination bracket play. * Wireless controllers should be discouraged because of interference, unreliability (battery life), and time hindrance; it is not advisable to ban them as many new players use them and banning their control scheme makes it difficult for them to participate. * The semi-final and championship sets should be in at least best of 5 format. * Drugs and Alcohol should be prohibited at most tournaments due to minor involvement and potential legal issues. * Any rule-list that closely follows this guideline may include a note in its opening post (suggested beneath the tournaments title in smaller font) that reads "SBR Certified". There you have it, the recommended rule set. I don't know if you will want to play in this style, but at least now you know. [STAGE] Choosing a stage ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This section is intended to help you choose a good stage in which to fight. I have below all the stages and their ratings in tournaments. I will list info on what makes a good stage and what makes a bad one. Neutral: * Battlefield * Final Destination * Smashville * Yoshi's Island Neutral/Counter-pick: * Castle Siege * Delfino Plaza * Halberd * Lylat Cruise * Pok�mon Stadium (Melee) Counter-pick: * Brinstar (Melee) * Corneria (Melee) * Distant Planet * Frigate Orpheon * Green Hill Zone * Jungle Japes (Melee) * Luigi's Mansion * Norfair * PictoChat * Pirate Ship * Pok�mon Stadium 2 * Rainbow Cruise (Melee) * Yoshi's Island (Melee) Counter-pick/Banned: * Green Greens (Melee) * Mario Circuit * Onett (Melee) * Port Town Aero Dive * Skyworld Banned: * 75m * Big Blue (Melee) * Bridge of Eldin * Flat Zone 2 * Hanenbow * Temple (Melee) * Mario Bros. * Mushroomy Kingdom (1-1 and 1-2) * New Pork City * Rumble Falls * Shadow Moses Island * Spear Pillar * Summit * WarioWare, Inc. [GLOSS] Glossary ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ For the comfort of the reader, I have made a list of terms you should know if you want understand what I am talking about. You will see these terms all over the Smash world, they aren't just made up by me. *Spot Dodge= Press down and your dodge button at the same time. You should get an animation of you character dodging and flashing white. Has invincibility frames. *SH= Short Hop. Lightly tap your jump button an you should get a jump that isn't quite as large as normal. *Mindgames= Internal battle between players. Tricks to conceal what you are really doing from your opponent. *Powershield= If you tap your shield button, you should notice a white halo that appears around your shield for a split second. That is a perfect shield. If you time it right so an attack hits just as that white halo appears, you will be given an advantage to attack your opponent. *AT= Advanced Technique. Some exploit of a characters move or physics that is used to the players advantage. *SSBB= Super Smash Bros. Brawl *AR= Angel Ring (Pit's Side-B) *WoI= Wings of Icarus (Pit's Up-B) *Frame= 1/60 of a second. How attack speed is measured. *Shield Push= Knockback a character recieves when he shield an attack. No damage is taken, only knockback. *Punishment= Using an opponents lag from a move to hit him with an attack of your own. *Lag= The downtime after certain maneuvers where a player can't do anything but hope not to be attacked. *Hitbox= *Knockback= *Invincibility Frames= *Stale-move Negation= *Tier List= *SBR= Smash Back Room. The Big boys. [REFER]References ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Good places to go for even more info than I have here. *Smashboards.com (Amazing site were thousands of people share tricks and tips) *AllisBrawl.com *http://super-smash-bros.wikia.com/wiki/Main_Page (The Super Smash Bros. Wiki) *http://www.youtube.com/profile?user=Friezk&view=playlists (My Youtube playlists. You will find a lot of good videos by good people here.) [CNCT] Contact ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Like I said, my name is Phaigne. (Not really, but for our sake it is.) My email is: ______________ _____ ___ __ \__ /_______ ___(_)______ ____________ __ /_/ /_ __ \ __ `/_ /__ __ `/_ __ \ _ \ _ ____/_ / / / /_/ /_ / _ /_/ /_ / / / __/@gmail.com /_/ /_/ /_/\__,_/ /_/ _\__, / /_/ /_/\___/ /____/ ([email protected]) Please feel free to email me about anything Pit or SSBB related. Or if I messed this guide up, tell me. Some people have told me that as gratitude readers would deposit some money into a debit or checking account so I will list that here as well. I'm not asking for donations, but I am a poor college student. [LGL] Legal stuff and Credit giving ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ For use only on GameFAQs as of right now. Contact me if you wish to use this guide on your site. Also, if you used me as a source for info, credit me by the name Phaigne. Super Smash Bros. Brawl is copyrighted by Nintendo. Credits: Maniaclyracist: Thank you for the Frame Data Kupo150: For developing ATs and making the guide that heavily influenced this one. UndrDog: For being a badass with Pit's bow. Sagemoon: For being an amazing Pit main. Smashboards.com: For being a great source of imformation and help. You: For reading!