SSBU/Dark Pit/Strategy

Movement

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Shield Pressure

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Disadvantage
Dark Pit has one of the better disadvantage states in the game. On top of having an excellent out of shield option, he also has access to more tools than most of the cast to get back on his feet when on the back foot, such as an aerial shield

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 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, his is less useful for recovering because of it being stiffer

Changing the speed of
On stages with walls, Dark Pit can make his go slower by hugging the wall (make your  go in the direction of the wall). Change up the timings and angles in order to keep your opponent on their toes when trying to you

Great

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Good

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Volatile

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Meh

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Bad

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Neutral
Dark Pit's neutral is flawed in two main ways:
 * He is mostly grounded due to poor air stats, and is thus somewhat vulnerable to air camping
 * His hitboxes are rather short and not that dangerous

These two flaws makes his neutral somewhat predictable, so the opponent can easily play around his options. Most Dark Pit players will try to bait you into whiffing by dashing around before punishing you with one of his combo starters. The opponent can play around this by:
 * Throwing out a move that is safe on whiff; at worst, he gets a in
 * Not interacting at all and continue to camp him; Dark Pit generally struggles against characters who are very mobile in the air

Overall, your goal is to make Dark Pit whiff at a comfortable range for your character before going ham on him. Here are the moves you need to look out for (in order to whiff punish them):









Combos
Mix your DIs up. This is the biggest piece of advice any Dark Pit player can give in the MU against his advantage state. His combo game is heavily DI reliant, so knowing when to mix your DIs will add mental stack in the Dark Pit player's head, which can make them mess up. Of course, this is universal, but this is particularly useful against Dark Pit for reasons cited above

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 an airdodge. If the opponent airdodges, Dark Pit can easily hit them out of their airdodge with moves such as. The best solution against this is to either challenge Dark Pit's  with one of your own moves (proferably one that outranges him, such as 's ), or simply move sideways, and potentially grab the ledge

Edgeguard

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Ledgetrap

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Landing
Dark Pit is one of the best characters in the game when it comes to landing, thanks to his. However, he is also very easy to juggle if he doesn't have access to it. This rarely happens, but if Dark Pit ends up losing his somehow, make sure to capitalize on it when juggling him

Recovering

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Tips & Tricks

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