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chronicles of the sword my journel


oathkeeper005
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Pit's Training Camp
Pit's Training Camp


Standard Attacks------
Jabs - Frames: 63 (5)(12)(19) Damage: knock-back: (Rapid: None)
This attack is the bread and butter of brawl, and very few characters have bad ones. Pits jabs are fast and do fair damage. The third strike Has some knock-back that is great for spacing. If you tap the Jabs Quickly, Pit will link his Swords together and spin his bow (reverse) horizontally. This attack sucks the opponent in as soon as they get touched by it, then They will have to DI out. meanwhile this attack racks up damage fast. If you do the attack

Glide Slash - Frames: Damage: knock-back:
When you glide you can press the attack button, Pit will swing his blade doing high damage and knock-back. If its shielded though be prepared for a grab to punish you your predictability.

Dash Attack - Frames: 29 Damage: knock-back:

Recovery Attack pre 100% - Frames: Damage: knock-back:

Recovery Attack post 100% - Frames: Damage: knock-back:

-Tilts-
U tilt - Frames: 2 Damage: knock-back:
This attack is Fast but weak and almost no knock-back but just enough that you cnt really spam it. This may make it sound rather bad but it actually makes it perfect for setting up Uairs.

Ftilt - Frames: 14 Damage: knock-back:
Of all pits kill moves this is probably the worst. it has great knock-back to the side. however the starting lag it has makes it very hard to hit with at times. I suggest saving it for situations where you can get the spacing, and more importantly keep it a surprise.

D tilt - Frames: 6 Damage: knock-back:
Its not a kill move, nor does it set pit up for many combos. This move is fast and has fair knock-back. It usually sends opponents upwards a little, but it you catch them in the right spot it spikes them downwards.

-Smashes-
F smash - Frames: Damage: knock-back:
This move is very fast and very powerful (in fact Its the fasts Fsmash in the game). It compromises of two strikes. The first strike has no knock-back but stuns them short enough for the second strike.

U smash - Frames: Damage: knock-back:
Pit swings his blade quickly three times the last hit has decent knock-back.

D smash - 6 Frames: Damage: knock-back:
A fast and powerful attack. the direction pit is facing and the one where he strikes first is a kill move. This is a great kill move but if you miss with its first strike pit leaves himself open for a split second. I suggest saving it for the kill unless your really need the person off your a**.

-Aeriel- Frames: Damage: knock-back:
N air - when in air pit can spin his linked swords for a short period. This move drills into the opponent racking up damage, It has Great Priority and It can also be used to cancel out most projectiles without damaging pit. The Strike zone is mostly towards pit front half, but also covers his back a little. The final strike has some knock-back but its barely noting. This move can be very useful, Its a great approach for target in front and above pit, its also great for eating away at an opponents shield.

U air - Frames: Damage: knock-back:
once again pit links his swords for a drill move. This one has nice range above Pit, and unlike the other Linked sword attacks, this one has a bit of a punch in its knock back, it wont kill unless your near the end of the stage and even then you never know 100% which direction way your opponent will fly.

F air - Frames: Damage: knock-back:
This move is fast, does decent damage and has notable knock-back. Its great for a reliable attack for target in air. This move can be used to hit consecutively until target is offstage.

B air - Frames: Damage: knock-back:
Behold, Pits almighty Bair. This move is pits strongest kill moves, is extremely fast, and fairly easy to set up. People will fear this from more than anything if they know what their doing. If you don't sweet-spot it it is alright, Pit will leave his sword out for a second and it will stun with feeble knock-back (I bit more than an arrow) any target it touches. setting Pit up for a second Try at it.
D air - Frames: Damage: knock-back:


Special Attacks------

Wings of Icarus - Frames: (Ground smile (Air smile Damage: None knock-back: Wind

Arrows of Light - Frames: Damage: knock-back:

Mirror Shield - Frames: Damage: Double That of a reflected attack Knock-back: Reverse

Angel Ring - Frames: Damage: knock-back: None

Grabs and Throws----
Grab Attack - Frames: Damage: 2% knock-back: None
F throw - Frames: Damage: knock-back: None
U throw - Frames: Damage: knock-back: None
D throw - Frames: Damage: knock-back: None
B throw - Frames: Damage: knock-back: None
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Advanced Techs------(AT's)
Arrow Looping
Arrow Swarming
Arrow Raining/Blitzing
Arrow Sticking
Wing Refreshing
Wing Renewal
Wing Dashing
Angel Ring Tech (ART)
Glide Dashing (name?)
Glide Shifting
Angelic Step
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General Strategies - (Currently just a notes section)
Pit always want the Low ground when its available to him. His Nair and Uair are the primary reasons why. Pit cant kill usually though unless he can get (about) next to the target.

Pit has a great edge-game. His Uair/ART/Fair/Bair Are all reasons why

Pit is Lower-middle weight, Slightly heavier than Marth.

Pit Uses mid to close range attacks. Many characters outrage him in Close combat.


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