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SSBU/Dark Pit/Setplay

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< SSBU‎ | Dark Pit
Revision as of 21:27, 10 October 2022 by Scatteraxis (talk | contribs) (Scatteraxis moved page Dark Pit/Advantage to SSBU/Dark Pit/Advantage)
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SSBU/Data

This character is an Echo Fighter. Some information may have been copied from their counterpart's page, which can be found here. Feel free to edit the page if you notice any overlap between the two characters (wrong name, wrong data...)


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

Mid stage BnBStandard coast-to-coast
Easy


(Dthrow) > Nair > Fair > Dash Attack

Good combo done from a grab or a random 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 Fair > Dash Attack with Dair > Nair.


Throw BnBYou'll do this one a lot
Very Easy


Dthrow > Dair > Nair

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 Nair with either Fair or Uair


Throw BnBConfirm from a poke
Easy


Dtilt > microdash Nair > Fair > Dash Attack

Basic combo from a grounded poke. Doesn't work when near the ledge.

Against DI up, replace Fair > Dash Attack with Dair > Nair.


Grab confirmLet's get this show on the road
Very Easy


Landing Bair > Dash Grab > Throw combo

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

Common combo starters


  • Grab

Getting a grab as Dark Pit generally means you'll net a combo that'll send the opponent offstage. The main combo throw is Dthrow, but it is also possible to combo from Fthrow or Bthrow at very low percents. Be aware that these two choices are very suboptimal compared to Dthrow

  • Utilt

It's a somewhat niche starter, but it can still do some stuff. The main thing he'll combo into is Nair and Uair. However, on Pokémon Stadium 2, it is possible to repeatedly look a tech situation with the first hit of 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 Uair. It's not a very rewarding starter though, so don't rely on it too much

  • Dtilt

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

  • Nair

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

  • Bair

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, but against airborne opponents, he can settle for a 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

  • Dair

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, but if the opponent starts to be sent upwards, Dark Pit can go for any Smash attacks or 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 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

String Damage range Possible follow-ups Notes
Nair > Fair Low/Mid Dash Grab, Dash Attack, Nair The listed follow-ups are only possible at low percents
Nair > Nair Low Dash Attack, Fair, Dair Following up becomes way harder on DI up
Dair > Nair Low/Mid - Possible follow-ups on platforms
Nair > Dair Low Nair, Uair Mostly used against DI up
Landing Fair > Dtilt Any Nair, Fair, Bair Follow up with a standard Dtilt combo. Rising Fair also works on certain platforms


Common combo enders


  • Dash Attack

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 juggleHit an opponent while they're trying to land on the stage his opponent

  • Usmash

Ranging from CPU combos to kill confirms, 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 Dthrow > Usmash. Please, I'm begging you.

  • Nair

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 Nair if possible

  • Fair

As an ender, Fair is just a worse, lazier version of 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

  • Bair

Ideally, Dark Pit wants to end his combos with 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

  • Uair

Uair is a good combo ender because it lets Dark Pit at a position to freely juggleHit an opponent while they're trying to land on the stage his opponents. Usually used mid stage, when 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

Confirm Percent range DI it works on Notes
Dthrow > RARReverse Aerial Rush Bair 60 ~ 160 Out, up, down -
Dthrow > IDJInstant Double Jump Uair 90 ~ 115 In DI mixup for Fthrow at the ledge
Utilt > IDJ Uair 95 ~ 115 All IDJ makes it kill earlier
Dtilt > Bair 70 ~ 85 All Stops working on DI out at higher percents
Landing Nair > Dsmash 90 ~ 140 All Somewhat inconsistent, due to the nature of Dark Pit's dragdown combos
Landing Fair > Dsmash 130+ All -
Dair spike > Usmash 75 ~ 95 All Trueness depends on how close you land on the ground
Dair spike > Fsmash 50 ~ 60 All Same as above. Make sure you are facing towards/near the ledge before going for it
Dair spike > Uair 105 ~ 125 All Use this when Usmash won't connect
Dair spike > side-B 80 ~ 120 All Use this when Usmash won't kill


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 synergizes pretty well with Dark Pit's neutral-B

  • Arrow Aerial version is prefered

Dark Pit can use his 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, except they just lost that optionDoes not apply to characters with multiple double jumps. If they dodge it, Dark Pit can use his Uair to gain damage and reset the situation. Once the opponent is close enough, Dark Pit can go for his usual Uair juggles

Because his arrows are way stiffer, Dark Pit isn't as strong as [[File:Pit_{{{2}}}_Stock.png|link=Pit/{{{2}}}|x25px|alt=]] [[Pit/{{{2}}}|{{{2}}}]] 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



Edgeguard

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Ledgetrap

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Common Set-ups

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