Pit vs Pikachu

Pikachu Matchup (Pit)

Pit vs Pikachu

Pit vs Pikachu is most stable when you refuse to let the matchup stay only about projectile trades and instead force body contact while stacking clean punishes.

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ChatGPT Matchup Summary (Win Condition and Game Plan)

Pit is strongest at speedy movement, whiff punishing, and landing pressure, while Pikachu is strongest at speed-driven rushdown and combo-based advantage.
The more this stays only about projectile trades, the more both sides get to set their preferred pace. The side that steps forward first after forcing hesitation usually takes control.
The table shows reliable shield punishes on Down Smash, Up B, Forward Smash, Down B, and Up Smash, with Up Smash, OOS Nair, Grab, and OOS Bair showing up most often as the clean ways to take the turn back.
Do not force shield punishes on the relatively safer choices like Down Tilt and Side B. It is usually better to read the landing or ledge route and punish the next action.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldPit OOS Candidate MovesBarely Missed Moves
Jab2-12/-13
  • Up Smash (6f)
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Bair (+1)
  • OOS Dair (+1)
  • OOS Uair (+1)
  • OOS Fair (+2)
Forward Tilt6-14/-15/-13
  • Up Smash (6f)
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Bair (13f)
  • OOS Dair (13f)
  • OOS Uair (13f)
  • OOS Fair (+1)
Up Tilt7-13
  • Up Smash (6f)
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Bair (13f)
  • OOS Dair (13f)
  • OOS Uair (13f)
  • OOS Fair (+1)
Down Tilt7-4
  • None
  • Up Smash (+2)
  • OOS Nair (+3)
Dash Attack6-11
  • Up Smash (6f)
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Bair (+2)
  • OOS Dair (+2)
  • OOS Uair (+2)
  • OOS Fair (+3)
Forward Smash15-29
  • Up Smash (6f)
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Bair (13f)
  • OOS Dair (13f)
  • OOS Uair (13f)
  • OOS Fair (14f)
Up Smash10-24
  • Up Smash (6f)
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Bair (13f)
  • OOS Dair (13f)
  • OOS Uair (13f)
  • OOS Fair (14f)
Down Smash8/11/14/17/20/23-39
  • Up Smash (6f)
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Bair (13f)
  • OOS Dair (13f)
  • OOS Uair (13f)
  • OOS Fair (14f)
Neutral Air3/9/15/21-7
  • Up Smash (6f)
  • OOS Nair (7f)
  • Grab (+3)
Forward Air11…-10/-9
  • Up Smash (6f)
  • OOS Nair (7f)
  • Grab (+1)
Back Air4/8/12/16/20/24-12
  • Up Smash (6f)
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Bair (+1)
  • OOS Dair (+1)
  • OOS Uair (+1)
  • OOS Fair (+2)
Up Air4-11/-11
  • Up Smash (6f)
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Bair (+2)
  • OOS Dair (+2)
  • OOS Uair (+2)
  • OOS Fair (+3)
Down Air14-16
  • Up Smash (6f)
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Bair (13f)
  • OOS Dair (13f)
  • OOS Uair (13f)
  • OOS Fair (14f)
Neutral B19-20
  • Up Smash (6f)
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Bair (13f)
  • OOS Dair (13f)
  • OOS Uair (13f)
  • OOS Fair (14f)
Side B18/18-11 to -2
  • None
Up B15/29-33
  • Up Smash (6f)
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Bair (13f)
  • OOS Dair (13f)
  • OOS Uair (13f)
  • OOS Fair (14f)
Down B13/**-26
  • Up Smash (6f)
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Bair (13f)
  • OOS Dair (13f)
  • OOS Uair (13f)
  • OOS Fair (14f)
Grab7
Dash Grab11
Pivot Grab12

Win Condition Checklist

  • Do not settle for projectile trades alone; step forward and touch the body as soon as you make the opponent pause.
  • After blocking Down Smash, Up B, Forward Smash, Down B, and Up Smash, answer immediately with Up Smash, OOS Nair, Grab, and OOS Bair so the opponent cannot keep the turn.
  • Do not force immediate retaliation on Down Tilt and Side B; take the landing route, escape route, or ledge direction first.
  • Use ledge control as the default kill plan, and only chase offstage when the recovery route is already visible.

Actions to Avoid

  • Drifting back forever around projectile trades, then giving up the time needed to pressure the body.
  • Swinging after every blocked Down Tilt and Side B and feeding the whiff punish or reset the opponent wants.
  • Chasing too deep for the kill and exposing Pit’s own recovery or defensive weakness.
  • Panic-jumping or panic-rolling from the ledge and making the opponent’s ledge trap too simple.

Reference Links

Related Pages