Pit vs Ness

Ness Matchup (Pit)

Pit vs Ness

Pit vs Ness is about holding the space just outside PK Fire and grab range, then turning every offstage launch into a disciplined PK Thunder edgeguard.

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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 MoveStartupOn ShieldPit OOS Candidate MovesBarely Missed Moves
Jab 13-13
  • Up Smash (6f)
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Bair (13f)
  • OOS Dair (13f)
  • OOS Uair (13f)
  • OOS Fair (+1)
Jab 23-13
  • Up Smash (6f)
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Bair (13f)
  • OOS Dair (13f)
  • OOS Uair (13f)
  • OOS Fair (+1)
Jab 36-18
  • Up Smash (6f)
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Bair (13f)
  • OOS Dair (13f)
  • OOS Uair (13f)
  • OOS Fair (14f)
Forward Tilt7-17
  • Up Smash (6f)
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Bair (13f)
  • OOS Dair (13f)
  • OOS Uair (13f)
  • OOS Fair (14f)
Up Tilt5-14/-16
  • Up Smash (6f)
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Bair (13f)
  • OOS Dair (13f)
  • OOS Uair (13f)
  • OOS Fair (14f)
Down Tilt3-3/-4
  • None
  • Up Smash (+3)
Dash Attack8/15/23-10
  • Up Smash (6f)
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Bair (+3)
  • OOS Dair (+3)
  • OOS Uair (+3)
Forward Smash21-21/-20/-19
  • Up Smash (6f)
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Bair (13f)
  • OOS Dair (13f)
  • OOS Uair (13f)
  • OOS Fair (14f)
Up Smash10-33
  • Up Smash (6f)
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Bair (13f)
  • OOS Dair (13f)
  • OOS Uair (13f)
  • OOS Fair (14f)
Down Smash12/17/23/31-21/-7
  • Up Smash (6f)
  • OOS Nair (7f)
  • Grab (+3)
Neutral Air5-3/-5
  • None
  • Up Smash (+3)
Forward Air8…/20-10/-9
  • Up Smash (6f)
  • OOS Nair (7f)
  • Grab (+1)
Back Air10-4/-6
  • None
  • Up Smash (+2)
  • OOS Nair (+3)
Up Air8…/15-6/-5
  • None
  • Up Smash (+1)
  • OOS Nair (+2)
Down Air18-7/-8
  • Up Smash (6f)
  • OOS Nair (7f)
  • Grab (+3)
Neutral B40—117-4 to +11
  • None
  • Up Smash (+2)
  • OOS Nair (+3)
Side B18-28
  • Up Smash (6f)
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Bair (13f)
  • OOS Dair (13f)
  • OOS Uair (13f)
  • OOS Fair (14f)
Up B (1)20-22
  • Up Smash (6f)
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Bair (13f)
  • OOS Dair (13f)
  • OOS Uair (13f)
  • OOS Fair (14f)
Up B (2)1-33
  • Up Smash (6f)
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Bair (13f)
  • OOS Dair (13f)
  • OOS Uair (13f)
  • OOS Fair (14f)
Down B7 (7 is start of absorb)-12
  • Up Smash (6f)
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Bair (+1)
  • OOS Dair (+1)
  • OOS Uair (+1)
  • OOS Fair (+2)
Grab6
Dash Grab9
Pivot Grab10

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.

Reference Links

Related Pages