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(Dark Pit's Advantage page now only lists parts of his advantage that are different than Pit's (combos are the exact same for the most part))
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<div class='plainlinks' style='display: flex;justify-content: center;align-items:center;flex-wrap: wrap; font-size:1.25em;'>[[SSBU/Dark Pit/Advantage|<div class='char-btn addShadow' style='font-color:white'>Advantage</div>]] [[SSBU/Dark Pit/Strategy|<div class='char-btn addShadow' style='font-color:white'>Strategy</div>]] </div>
<center>{{StockIcon|{{ROOTPAGENAME}}|size=50px}}</center>
{{#lst:{{ROOTPAGENAME}}/Data|Links}}
{{notice|This character is an Echo Fighter. Some information may have been copied from their counterpart's page, which can be found [[Pit|here]]. Feel free to edit the page if you notice any overlap between the two characters (wrong name, wrong data...)}}


{{FP Box
|header=About Pit & Dark Pit
|content={{StockIcon|SSBU|Dark Pit}} is an echo fighter of none other than {{StockIcon|SSBU|Pit}}. The only gameplay differences at all between the two characters are their {{clr|special|Neutral B}} and {{clr|special|Side-B}} specials. Aside from those two moves, their moveset and technical data is completely identical.


The {{clr|special|Neutral B}} difference makes some parts of Dark Pit's advantage different than Pit's. Those differences will be documented on this page.
{{TOClimit|3}}

== Combos ==
=== General Notes ===
Because Smash Ultimate's combos are very freeform, the following strings aren't full combos (unless stated otherwise). Think of a Smash combo as a LEGO building, in which you assemble different strings of moves in order to achieve a big combo. '''It is important to learn Dark Pit's combo theory''', moreso than for other characters because a lot of his combos are DI dependant. Also, a few things:
* Rage isn't taken into account for percentages
* Platform-dependant combo extensions won't be listed for simplicity's sake


=== Example Combos ===

These combos are there for people who are either beginners in the game or are just starting out with Dark Pit. '''These are in no way optimal or set in stone''' but should still be good for starting out

{{TheoryBox
| Title = Mid stage BnB
| Oneliner = Standard coast-to-coast
| Difficulty = {{tilt|Easy}}
| Anchor =
| Video =
| Recipe = ({{grab|Dthrow}}) > {{aerial|Nair}} > {{aerial|Fair}} > {{tilt|Dash Attack}}
| content =
Good combo done from a grab or a random {{aerial|Nair}} hit in neutral that sends the opponent offstage from anywhere on the stage. Doesn't work when near the ledge.

Against DI up, replace {{aerial|Fair}} > {{tilt|Dash Attack}} with {{aerial|Dair}} > {{aerial|Nair}}.
}}
}}


{{TOClimit|3}}
{{TheoryBox
| Title = Throw BnB
| Oneliner = You'll do this one a lot
| Difficulty = {{grab|Very Easy}}
| Anchor =
| Video =
| Recipe = {{grab|Dthrow}} > {{aerial|Dair}} > {{aerial|Nair}}
| content =
Good Dark Pit combo that nets good damage and sends the opponent offstage (unless you're facing away from the ledge, in which case you just reset neutral).

'''This combo does not work at 0%!!''' It works at around 10 to 20%. Still, it makes it a great opportunity to rob someone out of their double jump if they use it a lot to escape combos.

* At mid percents, Pit might need to replace {{aerial|Nair}} with either {{aerial|Fair}} or {{aerial|Uair}}
}}

{{TheoryBox
| Title = Throw BnB
| Oneliner = Confirm from a poke
| Difficulty = {{tilt|Easy}}
| Anchor =
| Video =
| Recipe = {{tilt|Dtilt}} > microdash {{aerial|Nair}} > {{aerial|Fair}} > {{tilt|Dash Attack}}
| content =
Basic combo from a grounded poke. Doesn't work when near the ledge.

Against DI up, replace {{aerial|Fair}} > {{tilt|Dash Attack}} with {{aerial|Dair}} > {{aerial|Nair}}.
}}

{{TheoryBox
| Title = Grab confirm
| Oneliner = Let's get this show on the road
| Difficulty = {{grab|Very Easy}}
| Anchor =
| Video =
| Recipe = Landing {{aerial|Bair}} > {{grab|Dash Grab}} > Throw combo
| content =
Very important confirm for Dark Pit, since it lets you rack up lots of damage from a safe button to throw out in neutral. Follow up with the throw combo of your choice.
}}

=== Combo Theory ===
A combo is divided into 3 parts: a '''starter''', a '''filler''' and an '''ender'''. The following will point out which moves fills which roles, and the reason why

{{TheoryBox
| Title = Common combo starters
| Oneliner =
| Difficulty =
| Anchor =
| Video =
| Recipe =
| content =
* <big>'''{{grab|Grab}}'''</big>
Getting a grab as Dark Pit generally means you'll net a combo that'll send the opponent offstage. The main combo throw is {{grab|Dthrow}}, but it is also possible to combo from {{grab|Fthrow}} or {{grab|Bthrow}} at very low percents. Be aware that these two choices are very suboptimal compared to {{grab|Dthrow}}

* <big>'''{{tilt|Utilt}}'''</big>
It's a somewhat niche starter, but it can still do some stuff. The main thing he'll combo into is {{aerial|Nair}} and {{aerial|Uair}}. However, on Pokémon Stadium 2, it is possible to repeatedly look a tech situation with the first hit of {{tilt|Utilt}}. This only works on a handful characters, and it isn't ideal, but it's still a good way to get some free damage. If the opponent techs, Dark Pit get a free {{aerial|Uair}}. It's not a very rewarding starter though, so don't rely on it too much

* <big>'''{{tilt|Dtilt}}'''</big>
{{tilt|Dtilt}} is a move you'll throw out pretty often in neutral as Dark Pit, so it's good to know how to convert out of it. Usually leads to combos at low to mid percents

* <big>'''{{aerial|Nair}}'''</big>
{{aerial|Nair}} is Dark Pit's best move, and as such you'll throw it out a low in neutral (and in general). It's easy to combo off of this move and to turn any stray hit into a big combo

* <big>'''{{aerial|Bair}}'''</big>
{{aerial|Bair}} is Dark Pit's main poke, so learning to convert off of it is essential to becoming threatening in neutral. Ideally, Dark Pit wants to combo into {{grab|Grab}}, but against airborne opponents, he can settle for a {{aerial|Nair}} and continue from there. Ideally, Dark Pit don't want to use it as a starter, because it's also his main kill move, but it's also really good as a poke so you still have to learn those combos

* <big>'''{{aerial|Dair}}'''</big>
{{aerial|Dair}} is usually used at higher percents, when the spike hitbox becomes positive enough on hit to combo into other (interesting) moves. The best option is to combo into {{grab|Grab}}, but if the opponent starts to be sent upwards, Dark Pit can go for any {{smash|Smash}} attacks or {{aerial|Uair}}, depending on the percentages. The side hitboxes can lead into combos at lower percents. Usually, Dark Pit combos this hit into an aerial, usually {{aerial|Nair}}
}}


==== Fillers ====
The table below shows different combo strings commonly used in Pit combos. It is possible for a combo to contain more than one of these strings

{| class="wikitable sortable" style="margin: 1em auto 1em auto;text-align: center"
|-
! String !! Damage range !! Possible follow-ups !! Notes
|-
|| {{aerial|Nair}} > {{aerial|Fair}} || Low/{{tilt|Mid}} || {{grab|Dash Grab}}, {{tilt|Dash Attack}}, {{aerial|Nair}} || The listed follow-ups are only possible at low percents
|-
|| {{aerial|Nair}} > {{aerial|Nair}} || Low || {{tilt|Dash Attack}}, {{aerial|Fair}}, {{aerial|Dair}} || Following up becomes way harder on DI up
|-
|| {{aerial|Dair}} > {{aerial|Nair}} || Low/{{tilt|Mid}} || - || Possible follow-ups on platforms
|-
|| {{aerial|Nair}} > {{aerial|Dair}} || Low || {{aerial|Nair}}, {{aerial|Uair}} || Mostly used against DI up
|-
|| Landing {{aerial|Fair}} > {{tilt|Dtilt}} || Any || {{aerial|Nair}}, {{aerial|Fair}}, {{aerial|Bair}} || Follow up with a standard {{tilt|Dtilt}} combo. Rising {{aerial|Fair}} also works on certain platforms
|-
|}


{{TheoryBox
| Title = Common combo enders
| Oneliner =
| Difficulty =
| Anchor =
| Video =
| Recipe =
| content =
* <big>'''{{tilt|Dash Attack}}'''</big>
Generally used when the opponent is pretty far away, and you don't have anything else that'll reach the opponent at this distance. Somewhat niche and subpar ender, but it still gives Dark Pit stage control, and allows him to {{tt|juggle|Hit an opponent while they're trying to land on the stage}} his opponent

* <big>'''{{smash|Usmash}}'''</big>
Ranging from CPU combos to kill confirms, {{smash|Usmash}} is a very valuable combo ender at high percents. Please don't use this at low percents, you're needlessly staling one of your kill moves for a suboptimal combo. This means stop doing {{grab|Dthrow}} > {{smash|Usmash}}. Please, I'm begging you.

* <big>'''{{aerial|Nair}}'''</big>
{{aerial|Nair}} is definitely not the best combo ender at Dark Pit's disposal, but sometimes you just don't have anything else. It still leaves Pit with good positioning. Try to not end combos with {{aerial|Nair}} if possible

* <big>'''{{aerial|Fair}}'''</big>
As an ender, {{aerial|Fair}} is just a worse, lazier version of {{aerial|Bair}}. Ideally, Pit wants to avoid using this, but it is still often used, due to it giving good positioning. Not really optimal, but still way better than nothing

* <big>'''{{aerial|Bair}}'''</big>
Ideally, Dark Pit wants to end his combos with {{aerial|Bair}} at mid to high percents in order to either kill or at least gain stage control. At lower percents, it's usually not worth going for since Pit's staling one of his rare kill moves for no particular reason

* <big>'''{{aerial|Uair}}'''</big>
{{aerial|Uair}} is a good combo ender because it lets Dark Pit at a position to freely {{tt|juggle|Hit an opponent while they're trying to land on the stage}} his opponents. Usually used mid stage, when {{aerial|Bair}} won't kill or send the opponent offstage
}}


== Kill Confirms ==

The table below contains the most common and reliable kill confirms Dark Pit has at his disposal

{| class="wikitable sortable" style="margin: 1em auto 1em auto;text-align: center"
|-
! Confirm !! Percent range !! DI it works on !! Notes
|-
|| {{grab|Dthrow}} > {{tt|RAR|Reverse Aerial Rush}} {{aerial|Bair}} || 60 ~ 160 || Out, up, down || -
|-
|| {{grab|Dthrow}} > {{tt|IDJ|Instant Double Jump}} {{aerial|Uair}} || 90 ~ 115 || In || DI mixup for {{grab|Fthrow}} at the ledge
|-
|| {{tilt|Utilt}} > IDJ {{aerial|Uair}} || 95 ~ 115 || All || IDJ makes it kill earlier
|-
|| {{tilt|Dtilt}} > {{aerial|Bair}} || 70 ~ 85 || All || Stops working on DI out at higher percents
|-
|| Landing {{aerial|Nair}} > {{smash|Dsmash}} || 90 ~ 140 || All || Somewhat inconsistent, due to the nature of Dark Pit's dragdown combos
|-
|| Landing {{aerial|Fair}} > {{smash|Dsmash}} || 130+ || All || -
|-
|| {{aerial|Dair}} spike > {{smash|Usmash}} || 75 ~ 95 || All || Trueness depends on how close you land on the ground
|-
|| {{aerial|Dair}} spike > {{smash|Fsmash}} || 50 ~ 60 || All || Same as above. Make sure you are facing towards/near the ledge before going for it
|-
|| {{aerial|Dair}} spike > {{aerial|Uair}} || 105 ~ 125 || All || Use this when {{smash|Usmash}} won't connect
|-
|| {{aerial|Dair}} spike > {{special|side-B}} || 80 ~ 120 || All || Use this when {{smash|Usmash}} won't kill
|}




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| Difficulty =
| Difficulty =
| Anchor =
| Anchor =
| Video = SSBU_Dark_Pit_DarkPitUAir_0.png
| Video =
| Recipe =
| Recipe =
| content =
| content =
* <big>'''{{tilt|Dash Attack}}'''</big>
* <big>'''{{clr|tilt|Dash Attack}}'''</big>
In juggles, {{tilt|Dash Attack}} is used as a last resort, when the opponent is close to the ground. Resets the situation on hit (it also sends opponents offstage)
In juggles, {{clr|tilt|Dash Attack}} is used as a last resort, when the opponent is close to the ground. Resets the situation on hit (it also sends opponents offstage)


* <big>'''{{aerial|Uair}}'''</big> <sub>Also known as "The Wall"</sub>
* <big>'''{{clr|aerial|Uair}}'''</big> <sub>Also known as "The Wall"</sub>
Dark Pit's best juggling move. It is active for ''13 frames'', mostly due to its multi hit nature. Despite that, it has very little endlag, meaning that if opponents were to airdodge through it, Dark Pit can recover in time to punish their airdodge's endlag with another move, such as {{aerial|Dair}}. If the opponent used their double jump to avoid it, Dark Pit can stay in the same spot and just throw another {{aerial|Uair}}. Outside of that, this move synergizes pretty well with Dark Pit's {{special|neutral-B}}
Dark Pit's best juggling move. It is active for ''13 frames'', mostly due to its multi hit nature. Despite that, it has very little endlag, meaning that if opponents were to airdodge through it, Dark Pit can recover in time to punish their airdodge's endlag with another move, such as {{clr|aerial|Dair}}. If the opponent used their double jump to avoid it, Dark Pit can stay in the same spot and just throw another {{clr|aerial|Uair}}. Outside of that, this move has some synergy with Dark Pit's {{clr|special|neutral-B}}
:* This tactic loses to fastfall airdodge


* <big>'''{{special|Arrow}}'''</big> <sub>Aerial version is prefered</sub>
Dark Pit can use his {{special|arrow}} to force a reaction from the opponent. If they get hit, their aerial momentum gets halted, making them easier to juggle. If they jump, there's a high chance that the arrow will hit them. If not, the situation has been reset, {{tt|except they just lost that option|Does not apply to characters with multiple double jumps}}. If they dodge it, Dark Pit can use his {{aerial|Uair}} to gain damage and reset the situation. Once the opponent is close enough, Dark Pit can go for his usual {{aerial|Uair}} juggles


* <big>'''{{clr|special|Arrow}}'''</big> <sub>Aerial version is prefered</sub>
Because his arrows are way stiffer, Dark Pit isn't as strong as {{StockIcon|Pit}} for juggles. The situation described above is still strong, it is just more niche (and thus less scary) since Dark Pit needs to be closer to the opponent
Because his arrows are way stiffer, Dark Pit isn't as strong as {{StockIcon|SSBU|Pit}} for juggles. However, this doesn't mean that they should be discarded entirely, since throwing a projectile to force a reaction is always a good idea. It is only inferior to Pit's due to being able to cover less space than a regular arrow
}}
}}


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* Placeholder
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== Ledgetrap ==
* Placeholder



== Common Set-ups ==
* Placeholder






==Navigation==
==Navigation==
<center>{{StockIcon|{{ROOTPAGENAME}}|size=50px}}</center>
{{#lst:{{ROOTPAGENAME}}/Data|Links}}
{{#lst:SSBU/Navigation}}
{{#lst:SSBU/Navigation}}

Revision as of 10:07, 13 October 2022

About Pit & Dark Pit
Dark Pit is an echo fighter of none other than Pit. The only gameplay differences at all between the two characters are their Neutral B and Side-B specials. Aside from those two moves, their moveset and technical data is completely identical.

The Neutral B difference makes some parts of Dark Pit's advantage different than Pit's. Those differences will be documented on this page.


Juggling

Outside of combos, juggles are Dark Pit's best source of damage. While his tools can be unassuming at first, they allow Dark Pit to keep opponents above him until they either die or retreat offstage. This doesn't mean that Dark Pit's are infallible, given the read-heavy nature of juggles in Smash, so don't get the wrong idea. Hovewer, they remain more reliable than most of the cast's

Juggling tools


  • Dash Attack

In juggles, Dash Attack is used as a last resort, when the opponent is close to the ground. Resets the situation on hit (it also sends opponents offstage)

  • Uair Also known as "The Wall"

Dark Pit's best juggling move. It is active for 13 frames, mostly due to its multi hit nature. Despite that, it has very little endlag, meaning that if opponents were to airdodge through it, Dark Pit can recover in time to punish their airdodge's endlag with another move, such as Dair. If the opponent used their double jump to avoid it, Dark Pit can stay in the same spot and just throw another Uair. Outside of that, this move has some synergy with Dark Pit's neutral-B

  • This tactic loses to fastfall airdodge


  • Arrow Aerial version is prefered

Because his arrows are way stiffer, Dark Pit isn't as strong as Pit for juggles. However, this doesn't mean that they should be discarded entirely, since throwing a projectile to force a reaction is always a good idea. It is only inferior to Pit's due to being able to cover less space than a regular arrow



Edgeguard

  • Placeholder



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