Falco vs Pit

Pit Matchup (Falco)

Falco vs Pit

Falco vs Pit is most stable when Falco does not turn the matchup into a pure laser standoff, converts shield punishes into vertical pressure, and kills through ledge and landing control instead of deep offstage chases.

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Matchup Summary (Win Condition and Game Plan)

Pit can keep the game stable with arrows, neutral air, forward air, and up air, and his recovery is strong enough that Falco often loses value if he tries to win by laser camping alone or by chasing too far offstage.
But Pit is not hard to punish once contact is blocked. Jab, tilts, dash attack, every smash attack, nair, fair, uair, dair, Neutral B, and Side B all leave room for Falco’s OOS Nair (6f) or Up Smash (7f), so a clean shield stop can immediately turn into Falco’s vertical advantage state.
The plan is to use laser to interrupt and guide movement, then keep inching forward with shield and short hop so Pit is forced into the height where nair, up tilt, and up smash take over. Back air is the main exception because it stays very safe, so Falco should track the next landing or re-entry instead of forcing an in-place punish there.
For kills, Falco gets more reliable value from ledge bair, up smash, and juggling than from trying to chase Pit’s excellent recovery routes, which also helps hide Falco’s own weaker recovery.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldFalco OOS Candidate MovesBarely Missed Moves
Jab 14-18
  • OOS Nair (6f)
  • Up Smash (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Uair (10f)
  • OOS Bair (12f)
  • OOS Dair (13f)
  • Up B (+2)
Jab 25-21
  • OOS Nair (6f)
  • Up Smash (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Uair (10f)
  • OOS Bair (12f)
  • OOS Dair (13f)
  • Up B (20f)
Jab 33-23
  • OOS Nair (6f)
  • Up Smash (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Uair (10f)
  • OOS Bair (12f)
  • OOS Dair (13f)
  • Up B (20f)
Rapid Jab6/8/10…
Rapid Jab Finisher4-40
  • OOS Nair (6f)
  • Up Smash (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Uair (10f)
  • OOS Bair (12f)
  • OOS Dair (13f)
  • Up B (20f)
Forward Tilt10-22/-19
  • OOS Nair (6f)
  • Up Smash (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Uair (10f)
  • OOS Bair (12f)
  • OOS Dair (13f)
  • Up B (+1)
Up Tilt6/15-23/-13
  • OOS Nair (6f)
  • Up Smash (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Uair (10f)
  • OOS Bair (12f)
  • OOS Dair (13f)
Down Tilt6-13
  • OOS Nair (6f)
  • Up Smash (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Uair (10f)
  • OOS Bair (12f)
  • OOS Dair (13f)
Dash Attack7-17
  • OOS Nair (6f)
  • Up Smash (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Uair (10f)
  • OOS Bair (12f)
  • OOS Dair (13f)
  • Up B (+3)
Forward Smash10/21-26
  • OOS Nair (6f)
  • Up Smash (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Uair (10f)
  • OOS Bair (12f)
  • OOS Dair (13f)
  • Up B (20f)
Up Smash6/7/10/18-27
  • OOS Nair (6f)
  • Up Smash (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Uair (10f)
  • OOS Bair (12f)
  • OOS Dair (13f)
  • Up B (20f)
Down Smash5/18-27/-28/-14/-15
  • OOS Nair (6f)
  • Up Smash (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Uair (10f)
  • OOS Bair (12f)
  • OOS Dair (13f)
Neutral Air4/7/10/13/16/19/22/25-12/-11
  • OOS Nair (6f)
  • Up Smash (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Uair (10f)
  • OOS Bair (+1)
  • OOS Dair (+2)
Forward Air11/14/18-10/-9
  • OOS Nair (6f)
  • Up Smash (7f)
  • Grab (+1)
  • OOS Fair (+1)
  • OOS Uair (+1)
  • OOS Bair (+3)
Back Air10-4/-3
  • None
  • OOS Nair (+3)
Up Air10/13/16/19/22-12/-11
  • OOS Nair (6f)
  • Up Smash (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Uair (10f)
  • OOS Bair (+1)
  • OOS Dair (+2)
Down Air10-8
  • OOS Nair (6f)
  • Up Smash (7f)
  • Grab (+2)
  • OOS Fair (+2)
  • OOS Uair (+2)
Neutral B16—76-23 to -20
  • OOS Nair (6f)
  • Up Smash (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Uair (10f)
  • OOS Bair (12f)
  • OOS Dair (13f)
  • Up B (20f)
Side B (1)18-37
  • OOS Nair (6f)
  • Up Smash (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Uair (10f)
  • OOS Bair (12f)
  • OOS Dair (13f)
  • Up B (20f)
Side B (2)21-40
  • OOS Nair (6f)
  • Up Smash (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Uair (10f)
  • OOS Bair (12f)
  • OOS Dair (13f)
  • Up B (20f)
Up B
Down B7 (Start of Reflect)
Grab6
Dash Grab9
Pivot Grab10

Win Condition Checklist

  • Laser should not be used only to stall. After it connects or forces respect, Falco should step in or short hop forward and deny the distance where Pit freely starts arrows, nair, and fair.
  • After blocking jab 1-3, forward tilt, up tilt, down tilt, dash attack, any smash attack, nair, fair, uair, dair, Neutral B, or Side B, Falco should punish reliably with OOS Nair (6f) or Up Smash (7f) and turn that hit into up tilt, uair, and landing pressure.
  • Pit’s back air is hard to punish in place, so Falco should avoid swinging automatically after every block and instead follow the retreat landing or multi-jump drift with dash-under movement or the next nair.
  • Kills should be taken through ledge control and anti-landing first: bair at the ledge, up smash on grounded recovery choices, and uair when Pit is forced high.
  • Blocked Side B should always be cashed out hard, especially at kill percent, because that is one of the cleanest ways to end the stock without overextending.

Actions to Avoid

  • Trying to win only with laser patience, then letting arrows and reflector sequences take back midrange before Falco ever starts his landing trap game.
  • Mashing nair or up smash after every blocked Pit back air and getting punished because the shield punish never actually reaches.
  • Overchasing offstage for an early kill, then letting Pit’s multiple jumps and Power of Flight reverse positions and expose Falco’s own linear recovery.
  • Ending the juggle too early after winning the first hit and giving Pit a free reset back into stable arrows and aerial pressure.

Reference Links

Related Pages