More actions
You can read up on the documentation on Pit's character page. The documentation of the differing specials for Dark Pit will be listed on this page.
Specials
Silver Bow
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Put the hitbox in full screen in order to see anything
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
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5.514.0 fully charged | 16~ | 45 | -23-20 fully charged | none |
Dark Pit's arrow is a long distance projectile that he can control with some accuracy after firing, allowing him to harass his opponents. Due to its damage and hitstun, it is mostly used as a tool for when Dark Pit is trying to pester at a distance and force an approach.
- Dark Pit can also aim directly above him, which makes it a passable juggling tool.
- Can only be fired in two angles: directly forward or directly upward.
- Neutral-B has less endlag in the air.
- Neutral-B has even less endlag when shooting upward.
- Can be held for 60 frames before being forced to shoot.
- This duration can be extended if you change the direction of your aiming (up/forward or turning around both works).
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
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4 | 88 | 2 | -2.2 |
- Can be charged\Release can be delayed up to 76F\Total frames vary based on which version is used (Ground vs Air + Straight vs Up)\
Electroshock Arm
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Dash
Worst reflector in the entire game -
Ground hit
Dark Pit's only way to kill at 60 -
Air hit
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
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Ground Dash | - | 16~35 Reflect | 361 | - | super armor 11~26 | |
Ground Hit | 12.0 | 2~4 | 40 | -37 | - | |
Aerial dash | - | 19~35 Reflect | 361 | - | super armor 11~26 | |
Aerial Hit | 9.5 | 2~5 | 40 | -46 | - |
Grounded
Widely considered to be Dark Pit's worst attack. It has slow startup, a lot of endlag, it is very unsafe on shield, and on hit, you only deal 10%. Avoid using this move as much as possible, unless you have a hard read going on. While it does have super armor and reflects projectiles, the armor only covers the first half of the dash, and it doesn't come out on frame 1. As for the reflecting part, most projectiles are deflected (doesn't go the same trajectory), no damage multiplier is applied, and it's a general hindrance
Dark Pit's side-B is a bit better than Pit's due to the more horizontal knockback. This allows him cheese out stocks at the ledge thanks to the super armor
- Dark Pit steps back upon activation
- If wavebounced, Dark Pit can cover a very large distance (around half of Final Destination), making it somewhat useful for tech chases
Aerial
Only use this when recovering horizontally. Offensively, it is virtually useless, since it has even more startup and endlag (armor frames are the exact same, however), while being somehow more unsafe on block than the grounded version. It also deals less damage and has less knockback. The only reason you should ever use this button is if you have misinputted another special
- Dark Pit can change his momentum after hitting the opponent, on hit and on shield
- Minus on hit at most percents
- Unlike Pit, Dark Pit isn't punishable on hit because of the distance
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
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Ground Dash | 0 | 0 | - | 2 | |||||||||
Ground Hit | 99 | 67 | 10 | 10 | |||||||||
Aerial dash | - | - | - | 2 | |||||||||
Aerial Hit | 90 | 58 | 9 | 10 | 1.5x |
To edit frame data, edit values in SSBU/Dark Pit/Data. |
Essentials
• Controls • FAQ •
The Basics
• Movement •
Offense •
Defense •
Detailed & Advanced Information
• Damage/Knockback • Frame Data Explanations • States of Play • Universal Strategy • Esoterica •
Archived Information
• Patch Notes • Tier Lists • Alternate Resources • Discords •
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