Frequently asked question : what stages are good for Pit ? The answer is : it depends on the opposite character (and your playstyle).
As you know, Pit is a very average character, so for every criteria, some character will do better than Pit, some will do worst.
Your and your opponent's strength should also be taken into consideration. Battlefield is advantageous for Marth, but if your opponent only plays on Smashville in friendlies and is not be used to triplates and utilizing it's full potential, picking it ends up the better solution.
Here are the differents criterias :
Platforms/no platforms : Triplats and Lylat > SV & Town (variable) > FD
Who can Pressure from under the platform better ? Pit can shark under platform well with USmash, Utilt pand Uair. But some characters pressure platforms better : swordmen and swordlegs with better ground options, fast character like Fox/Falco with strong autocancel aerials.
Who juggle and catches landing better ? In disadvantage state, platforms help against juggling and catching landing. Pit is very good at it, but bad when he is on the receiving end of it
Who has to approach ? Platforms help approaching by giving additional movement options and getting around projectiles. Arrows aren't that good, but they are enough to force characters without projectiles to approach (MK, Marth...)
What kind of combos does your opponent have ? Platforms can also either help escape horizontal combo (Sheik) or extend vertical combos (Mario, ZSS). Platforms removes basic Pit combos (Dthrow Usmash, Dthrow reset (Razet)...)but create new ones (Dthrow > FH Autocancel Aerials > Anything).
SV and Town's platforms that extend pas the stage help recovering by giving the option to recover high.
Blastzone
Blaszone height : Bf > FD & Lylat & SV & DL > Town
Blastzone length : Bf > DL > FD & Town > SV
Who edgeguards better ? Characters with exploitable recovery, prefer small stages to kill from stray hit and give less oportunity for edge guard. Pit has a decently exploitable recovery, but he can also mess offstage a lot.
From which angle the opponent's character kills. For instance Ness mostly kills from the side (Bthrow). Pit kills decently vertically and horizontally (Fthrow and Usmash are his best kill options).
Shape of the stage :
The shape of the stage is important during recoveries. On Lylat you will have to be careful, take your time and use your jumps to position correctly before the upB, but if you do, you should never get Lylat'ed as Pit unlike may others characters.
On the other hand, Dreamland's shape annoys Pit as he cannot be as careless or he will get pinnable and it makes straight upB much more vulnerable, especially against moves like Villager's bowling ball.
Length of the stage : From largest to shortest FD > T&C > lylat > DL & FD > SV
Stage length is the least important criteria (except against Sonic).
The characters with speed enjoyes large stages as they have more room to run around.
The characters with longer hitboxes prefer small stages because cornering the opponent at a range where the opponent cannot get around your hitboxes is easier.
Who edgeguards better ? Characters with exploitable recovery, prefer small stages to kill from stray hit and give less oportunity for edge guard. Pit has a decently exploitable recovery, but he can also mess offstage a lot.
From which angle the opponent's character kills. For instance Ness mostly kills from the side (Bthrow). Pit kills decently vertically and horizontally (Fthrow and Usmash are his best kill options).
Shape of the stage :
The shape of the stage is important during recoveries. On Lylat you will have to be careful, take your time and use your jumps to position correctly before the upB, but if you do, you should never get Lylat'ed as Pit unlike may others characters.
On the other hand, Dreamland's shape annoys Pit as he cannot be as careless or he will get pinnable and it makes straight upB much more vulnerable, especially against moves like Villager's bowling ball.
Length of the stage : From largest to shortest FD > T&C > lylat > DL & FD > SV
Stage length is the least important criteria (except against Sonic).
The characters with speed enjoyes large stages as they have more room to run around.
The characters with longer hitboxes prefer small stages because cornering the opponent at a range where the opponent cannot get around your hitboxes is easier.
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