Matchup Summary (Win Condition and Game Plan)
Pit wants to stop Charizard’s Flamethrower setup and high jumps with Silver Bow, then keep tagging the large hurtbox with Forward Air, Neutral Air, and Up Air so the landing trap never ends.
In Pit vs Charizard, it is more effective to make Charizard walk or jump first, then catch the route with pullback Forward Air and upward pressure, than to stand in front of Forward Tilt and Dash Attack on the ground.
The table shows that Charizard’s Jab 1, Jab 2, Jab 3, Forward Tilt, Up Tilt, Dash Attack, Forward Air, Back Air, Down Air, Neutral B, and Side B are all reachable for Pit’s Up Smash (6f), OOS Nair (7f), and Grab (10f), so blocked commitments should be punished consistently.
Charizard still threatens massive reversals with Up Smash, Back Air, and Flare Blitz, so Pit should not force the kill head-on and should value repeated landing and ledge coverage over deep chases.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Pit OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 4 | -14 |
| |
| Jab 2 | 5 | -16 |
| |
| Jab 3 | 7 | -20 |
| |
| Forward Tilt | 12 | -18/-15 |
| |
| Up Tilt | 9 | -16 |
| |
| Down Tilt | 9 | -11 |
|
|
| Dash Attack | 10 | -12 |
|
|
| Forward Smash | 22 | -36/-37 |
| |
| Up Smash | 6/14 | -24 |
| |
| Down Smash | 14 | -35 |
| |
| Neutral Air | 8 | -6/-5 |
|
|
| Forward Air | 8 | -14/-14 |
| |
| Back Air | 14 | -16/-15/-14 |
| |
| Up Air | 12 | -8 |
|
|
| Down Air | 18 | -16/-17 |
| |
| Neutral B | 19/26/33/40 | -24 |
| |
| Side B | 23 | -52/-66 |
| |
| Up B | 9… | — | ||
| Down B | — | — | ||
| Grab | 8 | — | ||
| Dash Grab | 11 | — | ||
| Pivot Grab | 12 | — |
Win Condition Checklist
- Pit should use Silver Bow to interrupt the start of Flamethrower and high stalling, then take first contact with Forward Air, Neutral Air, and Up Air once Charizard is forced to move.
- After Pit blocks Charizard’s Forward Tilt, Dash Attack, Forward Air, Back Air, Down Air, Neutral B, or Side B, answer immediately with Up Smash (6f), OOS Nair (7f), or Grab (10f).
- Once Charizard is above Pit, keep spending extra jumps and Up Air coverage to force landing drift and jump usage instead of swinging early for a kill.
- Pit should finish stocks by locking down Charizard’s landing and ledge options with Forward Air, Up Air, and Up Smash rather than gambling on a scramble with Flare Blitz.
Actions to Avoid
- Landing directly in front of Charizard’s Up Smash range and giving the anti-air reversal for free.
- Letting Flamethrower run unchallenged from long range and donating stage position while Charizard walks forward.
- Chasing too deep offstage every time Charizard is sent out and letting Back Air or Flare Blitz reverse the position.
- Blocking Charizard’s Forward Tilt, Dash Attack, Forward Air, Back Air, Down Air, Neutral B, or Side B but declining to take the guaranteed punish back.