Pit vs Sonic

Sonic Matchup (Pit)

Pit vs Sonic

In Pit vs Sonic, the plan is to avoid swinging immediately after Spin Dash, break Sonic's rhythm with arrows, and turn the grounded punishes you do get into ledgetrap pressure.

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Matchup Summary (Win Condition and Game Plan)

Sonic controls this matchup by using run speed and the threat of Side B and Down B to move Pit’s shield, jumps, and preemptive buttons first, then converting into forward air, up air, and up tilt pressure. If Pit keeps trying to punish immediately after blocking Spin Dash, the usual result is whiffing into the hop follow-up or the landing mix and letting Sonic start running again.
The matchup gets more stable when Pit uses arrows to disrupt Spin Dash charge rhythm and run timings, then uses forward air and neutral air only after Sonic’s path has already been narrowed. Sonic’s air drift is not as overwhelming as his ground speed, so once he is forced upward, Pit can track the landing with up air, forward air, and Up Smash much more consistently than he can win the ground race.
The frame table also shows plenty of real shield punishes on jab 1-3, tilts, dash attack, smash attacks, forward air, back air, up air, down air, Neutral B, Up B, and Down B with Up Smash (6f), OOS Nair (7f), and grab (10f) at the center. By contrast, Side B itself and neutral air are not real immediate punish points, so the matchup requires a clear split between moves you punish now and moves you punish on the second beat.
For kills, it is more reliable to trap jump from ledge, the landing after Spring Jump, forward air landings, and roll or normal getup with Up Smash, forward air, and up air than to force the issue in center. Pit can chase far because of his recovery, but in this matchup holding the ledge removes more of Sonic’s speed advantage.

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 22-16
  • Up Smash (6f)
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Bair (13f)
  • OOS Dair (13f)
  • OOS Uair (13f)
  • OOS Fair (14f)
Jab 34-26
  • Up Smash (6f)
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Bair (13f)
  • OOS Dair (13f)
  • OOS Uair (13f)
  • OOS Fair (14f)
Forward Tilt6/8-20
  • Up Smash (6f)
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Bair (13f)
  • OOS Dair (13f)
  • OOS Uair (13f)
  • OOS Fair (14f)
Up Tilt6(7)/13-20
  • Up Smash (6f)
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Bair (13f)
  • OOS Dair (13f)
  • OOS Uair (13f)
  • OOS Fair (14f)
Down Tilt6-15
  • Up Smash (6f)
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Bair (13f)
  • OOS Dair (13f)
  • OOS Uair (13f)
  • OOS Fair (14f)
Dash Attack5-38
  • Up Smash (6f)
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Bair (13f)
  • OOS Dair (13f)
  • OOS Uair (13f)
  • OOS Fair (14f)
Forward Smash18-19
  • Up Smash (6f)
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Bair (13f)
  • OOS Dair (13f)
  • OOS Uair (13f)
  • OOS Fair (14f)
Up Smash14…-29
  • Up Smash (6f)
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Bair (13f)
  • OOS Dair (13f)
  • OOS Uair (13f)
  • OOS Fair (14f)
Down Smash12-34
  • Up Smash (6f)
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Bair (13f)
  • OOS Dair (13f)
  • OOS Uair (13f)
  • OOS Fair (14f)
Neutral Air6-5/-6/-7
  • None
  • Up Smash (+1)
  • OOS Nair (+2)
Forward Air5/7/9/11/13/15-14/-14
  • Up Smash (6f)
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Bair (13f)
  • OOS Dair (13f)
  • OOS Uair (13f)
  • OOS Fair (14f)
Back Air13-10/-11
  • Up Smash (6f)
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Bair (+3)
  • OOS Dair (+3)
  • OOS Uair (+3)
Up Air5/14-11/-9
  • Up Smash (6f)
  • OOS Nair (7f)
  • Grab (+1)
Down Air17-17/-18
  • Up Smash (6f)
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Bair (13f)
  • OOS Dair (13f)
  • OOS Uair (13f)
  • OOS Fair (14f)
Neutral B17—82-22 to -16
  • Up Smash (6f)
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Bair (13f)
  • OOS Dair (13f)
  • OOS Uair (13f)
  • OOS Fair (14f)
Side B17+6 (hop)+8 (grounded, no charge)+11 (grounded, full charge)+11 (aerial, any)
  • None
Up B4-7
  • Up Smash (6f)
  • OOS Nair (7f)
  • Grab (+3)
Down B15/17/19/21-33
  • Up Smash (6f)
  • OOS Nair (7f)
  • Grab (10f)
  • OOS Bair (13f)
  • OOS Dair (13f)
  • OOS Uair (13f)
  • OOS Fair (14f)
Grab7
Dash Grab10
Pivot Grab11

Win Condition Checklist

  • Use arrows to interrupt Spin Dash charge rhythm and run starts so Sonic cannot cycle Side B and Down B at his preferred tempo.
  • After blocking jab 1-3, tilts, dash attack, smash attacks, forward air, back air, up air, down air, Neutral B, Up B, or Down B, punish immediately with Up Smash (6f), OOS Nair (7f), or grab (10f).
  • Do not force an on-the-spot punish on Side B or neutral air. Pre-cover the hop follow-up, landing point, or next dash line with forward air, up air, or arrows and win on the second touch.
  • Once Sonic is airborne, keep him above you with up air and forward air so he has to land before he can use the ground speed again.
  • Finish stocks from ledgetraps by covering jump from ledge, the landing after Spring Jump, forward air landings, and roll or normal getup with Up Smash, forward air, and up air.

Actions to Avoid

  • Swinging every time you block Side B and getting baited by the hop follow-up or landing drift into another neutral reset.
  • Trying to race Sonic on the ground with long dashes and giving away free forward air, up air, or up tilt starters.
  • Putting the bow away entirely and letting Sonic choose all of the charge and run timings uncontested.
  • Overchasing offstage for the stock and giving up the stronger ledgetrap positions that actually reduce Sonic’s movement options.

Reference Links

Related Pages