SSBU/Dark Pit/Strategy

 Overview  Setplay   Strategy   Matchups   Advanced Stats

Defensive play
In MUs such as, , , or , Dark Pit is required to stay at a distance and not enter close range too much, because that'll get him killed. Thankfully, Dark Pit has access to good disjoints that allows him to wall his opponents out with hitboxes

Taking Stocks
While Dark Pit has access to kill confirms at various percent ranges from his most common starters (see them here), he mostly relies on edgeguards to take stocks (more on that here). Once his confirms stops working, killing quickly becomes a struggles against characters that are hard to edgeguard. In this situation, Dark Pit has to rely on hard reads and callouts in order to land his raw kill moves, which are the following:
 *  tipper Kills at (insert percents)
 * Kills at (insert percents)
 *  Kills at (insert percents)
 * Kills at (insert percents)
 * Kills at (insert percents)
 * Kills at (insert percents)
 * Kills at (insert percents)
 *  Kills at (insert percents)
 * Kills at (insert percents)
 *  Kills at (insert percents)

Notes:
 * Moves in italic are situational, so don't rely on them too much for killing
 * The percents written are in no way absolute. They only serves as a rough estimate

Recovery
Dark Pit's recovery allows him to go very deep before having to recover. His covers a great distance, so don't be afraid of going deep offstage as Dark Pit. You might find that despite the myriad of options Dark Pit has at his disposal, he can get easily edgeguarded. This is because you need to keep mixing up your recovery options in order to not get predictable. This is very important, because if you don't, Dark Pit suddenly becomes way easier to edgeguard. Here are Dark Pit's general options he can use to recover:
 * His 3 aerial jumps

Contrary to, Dark Pit's aren't as useful in disadvantage, since they can't cover as much space as once. It can still disrupt edgeguard pretty will, but it's not as efficient as with Pit

Getting off ledge
Dark Pit mostly uses the same options as Pit, except he has an additional option

Neutral
The main difference in Pit and Dark Pit's neutral is that Dark Pit will be more encline to play at longer ranges, since his is faster and does more damage. For those who have played other fighting games, treat Dark Pit's like you would treat a fireball. For those who don't, treat it like 's .

As with most projectiles, shield cancelling your dashes works wonders against. However, unless Dark Pit commits to it, he can't cover both jumps and dashes with it

Juggling
Dark Pit isn't as good as juggling as his counterpart, but he can still do some work

A common Dark Pit strategy when juggling is to throw out his in order to bait a reaction. If the opponent airdodges, Dark Pit can easily hit them out of their airdodge with moves such as. If they dodge. The best solution against this is to airdodge while fastfalling: unless Dark Pit calls that option out, you will get back on your feet most of the time
 * Other character-specific options (such as teleports, 's Bat Within or 's ) also works pretty well against it

Edgeguard
Although different, Dark Pit's edgeguard is generally on par with Pit's edgeguarding

While Dark Pit's covers way less angles than Pit's, it is also scarier on hit, as the extended hitstun makes it easier for Dark Pit to gimp your double jump away (and then carry you to the blastzone if you were at high enough percents). If possible, avoid getting hit by it in the first place. Otherwise, your best option is to recover low, which is far from ideal, given Dark Pit is also good at covering low recoveries, but still better than losing your double jump and dying before that

Ledgetrap
Dark Pit's ledgetrapping is the same as Pit, except that he's better at punishing mash attempts. This is because of his, which sends opponents at a diagonal, sending them back offstage (or sometimes even kill). Ths is obviously an extremely risky option on Dark Pit's end, but the payoff can actually be worth it sometimes