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 Move | Startup | On Shield | Pit OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab | 2 | -12/-13 |
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| Forward Tilt | 6 | -14/-15/-13 |
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| Up Tilt | 7 | -13 |
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| Down Tilt | 7 | -4 |
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| Dash Attack | 6 | -11 |
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| Forward Smash | 15 | -29 |
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| Up Smash | 10 | -24 |
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| Down Smash | 8/11/14/17/20/23 | -39 |
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| Neutral Air | 3/9/15/21 | -7 |
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| Forward Air | 11… | -10/-9 |
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| Back Air | 4/8/12/16/20/24 | -12 |
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| Up Air | 4 | -11/-11 |
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| Down Air | 14 | -16 |
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| Neutral B | 19 | -20 |
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| Side B | 18/18 | -11 to -2 |
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| Up B | 15/29 | -33 |
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| Down B | 13/** | -26 |
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| Grab | 7 | — | ||
| Dash Grab | 11 | — | ||
| Pivot Grab | 12 | — |
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.