Pit vs Richter

Richter Matchup (Pit)

Pit vs Richter

Pit vs Richter is won by disrupting the projectile structure with arrows and reflect, then using Pit's mobility and recovery to keep chasing landing and recovery once he gets inside.

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Matchup Summary (Win Condition and Game Plan)

Richter is very strong at horizontal control and ledge pressure, but his movement and close-range defense are much weaker once someone actually gets inside the whip wall.
Pit should use Palutena Bow to interrupt setup timings, show Guardian Orbitars only when needed, and then enter with Neutral Air and Forward Air instead of trying to force one huge jump-in.
On shield, the jab string, Up Tilt, Down Tilt, Dash Attack, the smash attacks, Neutral Air, Down Air, and Side B are all heavily punishable, and even Neutral B can be checked by Up Smash at close range.
By contrast, Forward Air, Back Air, and Up Air are usually better answered by taking space and following the landing rather than swinging immediately.
Because Pit can chase far offstage without risking his own stock as much, he should convert ledge wins into direct recovery pressure with Forward Air, Neutral Air, and arrows.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldPit OOS Candidate MovesBarely Missed Moves
Jab 15-21
  • Up Smash (6f)
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Bair (13f)
  • OOS Dair (13f)
  • OOS Uair (13f)
  • OOS Fair (14f)
Jab 23-23
  • Up Smash (6f)
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Bair (13f)
  • OOS Dair (13f)
  • OOS Uair (13f)
  • OOS Fair (14f)
Rapid Jab9/12/15…
Rapid Jab Finisher3-37
  • Up Smash (6f)
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Bair (13f)
  • OOS Dair (13f)
  • OOS Uair (13f)
  • OOS Fair (14f)
Forward Tilt12-8/-7
  • Up Smash (6f)
  • OOS Nair (7f)
  • Grab (+3)
Up Tilt10-17
  • Up Smash (6f)
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Bair (13f)
  • OOS Dair (13f)
  • OOS Uair (13f)
  • OOS Fair (14f)
Down Tilt (1)7-31
  • Up Smash (6f)
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Bair (13f)
  • OOS Dair (13f)
  • OOS Uair (13f)
  • OOS Fair (14f)
Down Tilt (2)8-42/-28
  • Up Smash (6f)
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Bair (13f)
  • OOS Dair (13f)
  • OOS Uair (13f)
  • OOS Fair (14f)
Dash Attack10/13/16/19/22/24-26
  • Up Smash (6f)
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Bair (13f)
  • OOS Dair (13f)
  • OOS Uair (13f)
  • OOS Fair (14f)
Forward Smash24-28/-26
  • Up Smash (6f)
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Bair (13f)
  • OOS Dair (13f)
  • OOS Uair (13f)
  • OOS Fair (14f)
Up Smash16-27/-26
  • Up Smash (6f)
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Bair (13f)
  • OOS Dair (13f)
  • OOS Uair (13f)
  • OOS Fair (14f)
Down Smash14/20-33/-30/-27/-24
  • Up Smash (6f)
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Bair (13f)
  • OOS Dair (13f)
  • OOS Uair (13f)
  • OOS Fair (14f)
Neutral Air8…-12/-11
  • Up Smash (6f)
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Bair (+2)
  • OOS Dair (+2)
  • OOS Uair (+2)
  • OOS Fair (+3)
Forward Air14-6/-5/-8
  • None
  • Up Smash (+1)
  • OOS Nair (+2)
Back Air14-6/-5/-8
  • None
  • Up Smash (+1)
  • OOS Nair (+2)
Up Air14-6/-5/-8
  • None
  • Up Smash (+1)
  • OOS Nair (+2)
Down Air13-21/-23
  • Up Smash (6f)
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Bair (13f)
  • OOS Dair (13f)
  • OOS Uair (13f)
  • OOS Fair (14f)
Neutral B30-6
  • Up Smash (6f)
  • OOS Nair (+1)
Side B19-15
  • Up Smash (6f)
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Bair (13f)
  • OOS Dair (13f)
  • OOS Uair (13f)
  • OOS Fair (14f)
Up B6/9/…**
Down B18**
Grab10
Dash Grab13
Pivot Grab14

Win Condition Checklist

  • Use Palutena Bow and selective Guardian Orbitars to break up cross, axe, and holy water patterns before moving in
  • After shielding the jab string, Up Tilt, Down Tilt, Dash Attack, the smash attacks, Neutral Air, Down Air, or Side B, punish with Up Smash, OOS Nair, and Grab
  • After blocking Forward Air, Back Air, or Up Air, take ground and trap the landing instead of forcing a weak immediate punish
  • At the ledge, convert stage control into direct recovery pressure with Forward Air, Neutral Air, and arrows instead of only waiting for the ledge option

Actions to Avoid

  • Taking huge jump-ins from far away and running into Richter’s anti-air wall or Up B
  • Mashing after blocked Forward Air or Back Air when the punish is not real
  • Overusing Guardian Orbitars until Richter can read around it with grab or positioning
  • Letting Richter recover for free after finally pushing him offstage

Reference Links

Related Pages