Donkey Kong vs Pit

Pit Matchup (Donkey Kong)

Donkey Kong vs Pit

Donkey Kong vs Pit is most stable when you stop playing directly into Pit's Rapid Jab and Back Air, punish Jab 1 and Jab 2, and take the landing or ledge route first.

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ChatGPT Matchup Summary (Win Condition and Game Plan)

Donkey Kong wants to stop Pit’s Jab 1, Jab 2, and Jab 3 with OOS Uair (9f), Grab (10f), OOS Bair (10f), and OOS Nair (13f), then force Pit back outside Rapid Jab and Back Air to keep stage control.
In Donkey Kong vs Pit, the stable plan is to avoid playing directly into Pit’s Rapid Jab and Back Air and take the landing or ledge route before Pit can reset.
The table shows that Pit’s Jab 1, Jab 2, and Jab 3 can be answered by Donkey Kong’s OOS Uair (9f), Grab (10f), OOS Bair (10f), and OOS Nair (13f), so those overcommitments should be cashed out immediately.
For Donkey Kong, Pit’s Rapid Jab and Back Air are still hard to hit immediately out of shield, so reading the landing spot or ledge route matters more than forcing an early swing.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldDonkey Kong OOS Candidate MovesBarely Missed Moves
Jab 14-18
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Nair (13f)
  • Up Smash (14f)
  • OOS Dair (17f)
  • Up B (+1)
  • OOS Fair (+3)
Jab 25-21
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Nair (13f)
  • Up Smash (14f)
  • OOS Dair (17f)
  • Up B (19f)
  • OOS Fair (21f)
Jab 33-23
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Nair (13f)
  • Up Smash (14f)
  • OOS Dair (17f)
  • Up B (19f)
  • OOS Fair (21f)
Rapid Jab6/8/10…
Rapid Jab Finisher4-40
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Nair (13f)
  • Up Smash (14f)
  • OOS Dair (17f)
  • Up B (19f)
  • OOS Fair (21f)
Forward Tilt10-22/-19
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Nair (13f)
  • Up Smash (14f)
  • OOS Dair (17f)
  • Up B (19f)
  • OOS Fair (+2)
Up Tilt6/15-23/-13
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Nair (13f)
  • Up Smash (+1)
Down Tilt6-13
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Nair (13f)
  • Up Smash (+1)
Dash Attack7-17
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Nair (13f)
  • Up Smash (14f)
  • OOS Dair (17f)
  • Up B (+2)
Forward Smash10/21-26
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Nair (13f)
  • Up Smash (14f)
  • OOS Dair (17f)
  • Up B (19f)
  • OOS Fair (21f)
Up Smash6/7/10/18-27
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Nair (13f)
  • Up Smash (14f)
  • OOS Dair (17f)
  • Up B (19f)
  • OOS Fair (21f)
Down Smash5/18-27/-28/-14/-15
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Nair (13f)
  • Up Smash (14f)
  • OOS Dair (+3)
Neutral Air4/7/10/13/16/19/22/25-12/-11
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Nair (+2)
  • Up Smash (+3)
Forward Air11/14/18-10/-9
  • OOS Uair (9f)
  • Grab (+1)
  • OOS Bair (+1)
Back Air10-4/-3
  • None
Up Air10/13/16/19/22-12/-11
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Nair (+2)
  • Up Smash (+3)
Down Air10-8
  • None
  • OOS Uair (+1)
  • Grab (+2)
  • OOS Bair (+2)
Neutral B16—76-23 to -20
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Nair (13f)
  • Up Smash (14f)
  • OOS Dair (17f)
  • Up B (19f)
  • OOS Fair (+1)
Side B (1)18-37
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Nair (13f)
  • Up Smash (14f)
  • OOS Dair (17f)
  • Up B (19f)
  • OOS Fair (21f)
Side B (2)21-40
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Nair (13f)
  • Up Smash (14f)
  • OOS Dair (17f)
  • Up B (19f)
  • OOS Fair (21f)
Up B
Down B7 (Start of Reflect)
Grab6
Dash Grab9
Pivot Grab10

Win Condition Checklist

  • Donkey Kong should not play directly into Pit’s Rapid Jab and Back Air; wait for Pit’s Jab 1, Jab 2, and Jab 3 and answer with OOS Uair (9f), Grab (10f), OOS Bair (10f), and OOS Nair (13f).
  • After Donkey Kong blocks Pit’s Jab 1, Jab 2, and Jab 3, pick the reachable option from OOS Uair (9f), Grab (10f), OOS Bair (10f), and OOS Nair (13f) immediately.
  • Donkey Kong should not mash after Pit’s Rapid Jab and Back Air; take the landing route, escape route, or ledge route first.
  • Donkey Kong should finish stocks by breaking Pit’s landing and recovery routes so Rapid Jab and Back Air does not get more neutral reps.

Actions to Avoid

  • Letting Pit start the exchange on Rapid Jab and Back Air terms and giving Donkey Kong’s stage control away for free.
  • Having Donkey Kong block Pit’s Jab 1, Jab 2, and Jab 3 but never answer with OOS Uair (9f), Grab (10f), OOS Bair (10f), and OOS Nair (13f).
  • Sending Donkey Kong too deep after Pit’s Rapid Jab and Back Air and letting the reset punish the chase back.
  • Panicking at the ledge as Donkey Kong and simplifying Pit’s Rapid Jab and Back Air-driven advantage sequence.

Reference Links

Related Pages