Matchup Summary (Win Condition and Game Plan)
Ness becomes dangerous as soon as Pit accepts close-range scraps for too long, because PK Fire, nair, uair, and grab all feed directly into the high-damage strings and ledge pressure that make back throw kills realistic very early near the corner.
Pit’s answer is to keep the fight one step farther out, where fair, nair, and simple pullback movement force Ness to reach in with shorter limbs and slower ground movement than he would like.
The frame table also gives Pit clean shield punishes on Jab 1, Jab 2, Jab 3, Forward Tilt, Up Tilt, Dash Attack, Forward Smash, Up Smash, Side B, and Up B (1)(2) with Up Smash (6f), OOS Nair (7f), and Grab (10f), so Ness cannot pressure recklessly once his unsafe swings touch shield.
The win condition is therefore to refuse the raw PK Fire range, keep juggling his floaty landings after the first aerial touch, and finish the stock either by forcing awkward PK Thunder recovery routes or by covering the ledge landing when he has to come back high.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Pit OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 3 | -13 |
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| Jab 2 | 3 | -13 |
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| Jab 3 | 6 | -18 |
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| Forward Tilt | 7 | -17 |
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| Up Tilt | 5 | -14/-16 |
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| Down Tilt | 3 | -3/-4 |
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| Dash Attack | 8/15/23 | -10 |
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| Forward Smash | 21 | -21/-20/-19 |
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| Up Smash | 10 | -33 |
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| Down Smash | 12/17/23/31 | -21/-7 |
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| Neutral Air | 5 | -3/-5 |
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| Forward Air | 8…/20 | -10/-9 |
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| Back Air | 10 | -4/-6 |
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| Up Air | 8…/15 | -6/-5 |
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| Down Air | 18 | -7/-8 |
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| Neutral B | 40—117 | -4 to +11 |
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| Side B | 18 | -28 |
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| Up B (1) | 20 | -22 |
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| Up B (2) | 1 | -33 |
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| Down B | 7 (7 is start of absorb) | -12 |
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| Grab | 6 | — | ||
| Dash Grab | 9 | — | ||
| Pivot Grab | 10 | — |
Win Condition Checklist
- Hold space with fair, nair, and pullback movement so Ness has to overextend with down tilt, nair, or grab to reach you, instead of giving him free PK Fire distance.
- When you block Jab 1, Jab 2, Jab 3, Forward Tilt, Up Tilt, Dash Attack, Forward Smash, Up Smash, Side B, or Up B (1)(2), punish with Up Smash (6f), OOS Nair (7f), or Grab (10f) and end the close-range turn immediately.
- Once Ness is above you, keep cycling uair and forward coverage through his air dodge and drift options so his floaty fall turns into repeated landing pressure rather than a reset to neutral.
- After sending Ness offstage, do not rely on one deep chase angle only; split attention between PK Thunder’s route and the ledge landing with arrows, aerials, up smash, and fair coverage.
Actions to Avoid
- Holding shield too long near the ledge and letting grab into back throw become the entire interaction.
- Jumping over PK Fire on a fixed rhythm and running into preemptive nair or uair anti-airs that feed Ness’s close-range strings.
- Treating arrows as the whole game plan and forgetting that PSI Magnet can turn careless projectile use into lost stage control.
- Overcommitting to the same deep edgeguard route every time against PK Thunder recovery and getting reversed by the body hit or by Ness taking the ledge above you.