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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|<div class='char-btn addShadow' style='font-color:white'>Overview</div>]] [[SSBU/Dark Pit/Setplay|<div class='char-btn addShadow' style='font-color:white'>Setplay</div>]] [[SSBU/Dark Pit/Strategy|<div class='char-btn addShadow' style='font-color:white'>Strategy</div>]] [[SSBU/Dark Pit/Matchups|<div class='char-btn addShadow' style='font-color:white'>Matchups</div>]] [[SSBU/Pit/Advanced_Stats|<div class='char-btn addShadow' style='font-color:white'>Advanced Stats</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.

This page will only document the parts of Dark Pit's general gameplan that are different from Pit's, mostly in terms of how they use their {{clr|special|arrows}}. This also includes counterplay.
}}


{{TOClimit|3}}
{{TOClimit|3}}
{{#vardefine:cargoTable|SSBU_MoveData}}

== Neutral ==
=== Movement ===
* Placeholder


=== Shield Pressure ===
* Placeholde



== 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


== Gameplan ==
=== Defensive play ===
In MUs such as {{StockIcon|SSBU|Little Mac}}, {{StockIcon|SSBU|Luigi}}, {{StockIcon|SSBU|Ken}}, {{StockIcon|SSBU|Terry}} or {{StockIcon|SSBU|Kazuya}}, 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
{{TheoryBox
{{TheoryBox
| Title = Disadvantage tools
| Title = Walling tools
| Oneliner =
| Oneliner = Those also functions as your pokes
| Difficulty =
| Difficulty =
| Anchor =
| Anchor =
| Video = SSBU Dark Pit DarkPitGuardianOrbitars 2.png
| Video =
| Recipe =
| Recipe =
| content =
| content =
* <big>'''{{aerial|Nair}}'''</big>
* <big>'''{{clr|tilt|Dtilt}}'''</big>
Used to cover grounded approaches. Leads to a combo on hit and is safe-ish on block and whiff
When hanging onto the ledge, Dark Pit can use his {{aerial|Nair}} to safely get back to the stage while throwing out a hitbox. If done correctly, Dark Pit will be around -6 on shield, which is safe enough to bait most punish attempts


* <big>'''{{special|Guardian Orbitars}}'''</big> <sub>Forbidden SSBU air shield</sub>
* <big>'''{{clr|aerial|Fair}}'''</big>
Used to cover grounded approaches, as well as short hots. Stays active for a long time, leads to combos on hit and is safe on whiff (less so on shield)
Dark Pit's {{special|down-B}} is one of the best of its kind when it comes to disadvantage. It helps him a lot when landing, because it has the property of '''blocking physical hits while it's out'''. This makes landing against characters such as {{StockIcon|Ike}} or {{StockIcon|Corrin}} much easier than usual.


* <big>'''{{clr|aerial|Bair}}'''</big>
This attack isn't perfect, however. See, it has a blind spot on Dark Pit's feet (and head). This makes landing against characters with more vertical {{aerial|Uairs}} such as {{StockIcon|Link}}, {{StockIcon|Young Link}} or {{StockIcon|Toon Link}} harder than usual. Those blind spots also means that you will sometimes eat projectiles you were supposed to reflect
Same uses as {{clr|aerial|Fair}}, but more rewarding on hit. The drawback is that it is way less active, but it is also twice as safe on shield
* If a move hits both Dark Pit's hurtbox and the Orbitars, the Orbitars takes priority.
* Doing a {{tt|B reverse|An advanced technique that allows the player to use a special move while inverting his momentum (and direction)}} makes this option even better, since Pit can change his trajectory on the fly without using an air jump
}}


* <big>'''{{clr|aerial|Uair}}'''</big>
Used to cover approaches from above. Doesn't lead to much things at low percents, but otherwise leads to a juggling situation


* <big>'''{{clr|aerial|Dair}}'''</big>
{{TheoryBox
Mostly used to cover approaches from below, but can also cover grounded approaches. {{tt|Generally leads to a combo on hit|The spike hitbox can't be followed up until mid-high percents}}
| Title = Out of Shield options
| Oneliner =
| Difficulty =
| Anchor =
| Video = SSBU Dark Pit DarkPitNAir 0.png
| Recipe =
| content =
* <big>'''{{smash|Usmash}}'''</big> <sub>6f above, 7f in front</sub>
{{smash|Usmash}} is Dark Pit's fastest out of shield option. However, it only hits above Dark Pit, which doesn't make it the most consistent option there is. Still very useful for killing opponents at high percents


* <big>'''{{aerial|Nair}}'''</big> <sub>7f</sub>
* <big>'''{{clr|special|Arrow}}'''</big>
Contrary to {{StockIcon|SSBU|Pit}}, Dark Pit can use his arrow more liberally in neutral, since they are faster, does more damage and more hitstun. This makes it a better zoning/counterzoning tool.
Despite being one frame slower than {{smash|Usmash}}, {{aerial|Nair}} is Dark Pit's best out of shield option. It grants better reward than {{smash|Usmash}}, especially at lower percents since you can combo off of it
}}
}}


=== Taking Stocks ===
While Dark Pit has access to kill confirms at various percent ranges from his most common starters (see them [[SSBU/Pit/Advantage#Kill_Confirms|here]]), '''he mostly relies on edgeguards to take stocks''' (more on that [[SSBU/Pit/Advantage#Edgeguard|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:
* ''{{clr|tilt|Ftilt}} tipper'' <sub>'''''Kills at (insert percents)'''''</sub>
* {{clr|tilt|Dash Attack}} <sub>'''''Kills at (insert percents)'''''</sub>
* ''{{clr|smash|Fsmash}}'' <sub>'''''Kills at (insert percents)'''''</sub>
* {{clr|smash|Usmash}} <sub>'''''Kills at (insert percents)'''''</sub>
* {{clr|smash|Dsmash}} <sub>'''''Kills at (insert percents)'''''</sub>
* {{clr|aerial|Bair}} <sub>'''''Kills at (insert percents)'''''</sub>
* {{clr|aerial|Uair}} <sub>'''''Kills at (insert percents)'''''</sub>
* ''{{clr|special|Side-B}}'' <sub>'''''Kills at (insert percents)'''''</sub>
* {{clr|grab|Fthrow}} <sub>'''''Kills at (insert percents)'''''</sub>
* ''{{clr|grab|Uthrow}}'' <sub>'''''Kills at (insert percents)'''''</sub>


'''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


== Disadvantage ==
=== Recovery ===
=== Recovery ===
Dark Pit's recovery allows him to go very deep before having to recover. His {{special|up-B}} 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:
Dark Pit's recovery allows him to go very deep before having to recover. His {{special|up-B}} 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
* His 3 aerial jumps
* {{special|side-B}}
* {{special|side-B}}
Line 63: Line 66:
* {{special|down-B}}
* {{special|down-B}}


Contrary to {{StockIcon|Pit}}, his {{special|arrow}} is less useful for recovering because of it being stiffer
Contrary to {{StockIcon|SSBU|Pit}}, Dark Pit's {{clr|special|arrows}} 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




==== Changing the speed of {{special|up-B}} ====
=== Getting off ledge ===
Dark Pit mostly uses the same options as Pit, except he has an additional option
On stages with walls, Dark Pit can make his {{special|up-B}} go slower by hugging the wall (make your {{special|up-B}} 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 {{tt|two frame|In SSBU, a character is vulnerable for the first two frames of his ledge hang animation. A "two frame" refers to an attack that hit a character during those two frames}} you


{{TheoryBox
| Title = Ledge drop > {{clr|special|arrow}}
| Oneliner =
| Difficulty =
| Anchor =
| Video =
| Recipe =
| content =
Since Dark Pit's {{clr|special|arrow}} does more hitstun, he can drop the ledge, use a double jump and then shoot an arrow, which allows him to "camp" at the ledge or start an RPS on hit


However, this is a ''very'' dangerous option, as Dark Pit loses at least one of his jumps if he ever gets hit. Also, grabbing the ledge for the second time without landing or getting hit '''does not grant intangibility frames'', making him open to whatever ledge hang punish the opponent felt like doing today

* Pit can also do this, but it's not as effective to do so with him
== Stages ==
=== Great ===
* Placeholder


=== Good ===
* Placeholder


=== Volatile ===
* Placeholder


=== Meh ===
* Placeholder


=== Bad ===
* Placeholder



== Fighting {{ROOTPAGENAME}} ==
=== 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 {{tilt|Dash Attack}} 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):

<big>'''{{aerial|Nair}}'''</big>
{{MoveDataCargo
| title = Neutral Air
| subtitle =
| input = Neutral Air
| images =
{{MoveDataCargoImage|DarkPitNAir_0|1|caption=You'll see this one A LOT. Especially online}}
| hitboxes =
{{MoveDataCargoImage|DarkPitNAir_0|1|caption=|hitbox=yes}}
| info =
{{AttackDataCargo-SSBU/Query|DarkPitNAir_0}}{{AttackDataCargo-SSBU/Query|DarkPitNAir_3}}
Dark Pit's best move, and as such the move you should be wary of the most. This move has two major weaknesses:
* It has short range
* It has a long animation

This makes it particularly vulnerable against whiff punishing. Keep in mind that Dark Pit players might try to autocancel this move in order to bait a punish, so be careful
}}
}}


<big>'''{{tilt|Dtilt}}'''</big>
{{MoveDataCargo
| title = Down Tilt
| subtitle =
| input = Down Tilt
| images =
{{MoveDataCargoImage|DarkPitDTilt_0|1|caption=}}
| hitboxes =
{{MoveDataCargoImage|DarkPitDTilt_0|1|caption=|hitbox=yes}}
| info =
{{AttackDataCargo-SSBU/Query|DarkPitDTilt_0}}
Dark Pit’s best grounded neutral tool, and his main poke at lower percents. Despite having little recovery, you can still whiff punish it, although it is harder to do so on reaction
}}


<big>'''{{special|Arrow}}'''</big>
{{MoveDataCargo
| title = Silver Bow
| subtitle =
| input = Silver Bow
| images =
{{MoveDataCargoImage|DarkPitSilverBowMinimum_0|1|caption=}}
| hitboxes =
{{MoveDataCargoImage|DarkPitSilverBowMinimum_0|1|caption=Put the hitbox in full screen in order to see anything|hitbox=yes}}
| info =
{{AttackDataCargo-SSBU/Query|DarkPitSilverBowMinimum_0}}
Dark Pit's projectile, and this his main way of attacking at long range. Contrary to {{StockIcon|Pit}}, Dark Pit's {{special|arrow}} is particularly useful in neutral, due to the better knockback. The lack of controlability makes this move's main weakness even worse: jumping (or dashing, for the aerial version). Indeed, while Pit can somewhat cover these {{tt|blindspots|A space that can't be covered by none of a character's options}}, Dark Pit can't really do that, unless he uses another move. This makes it way more commital at mid/close range


== Fighting Dark Pit ==
<!-- DO NOT REMOVE THE LINE BELOW THIS COMMENT, otherwise it will fuck over the use of templates (and colors).
=== '''Neutral''' ===
The reason for this is that (as of writing this comment) a move card needs at least two paragraphs in order for templates to be safely used. This includes bullet points and empty paragraphs.
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 {{clr|special|arrow}} is faster and does more damage. For those who have played other fighting games, ''treat Dark Pit's {{clr|special|arrow}} like you would treat a fireball''. For those who don't, ''treat it like {{StockIcon|SSBU|Wolf}}'s {{clr|special|neutral-B}}.''
This fucking website -->
<small> </small>
}}


As with most projectiles, '''shield cancelling your dashes''' works wonders against {{clr|special|arrow}}. However, unless Dark Pit commits to it, he can't cover both jumps and dashes with it
<big>'''{{grab|Dash Grab}}'''</big>
{{MoveDataCargo
| title = Grab
| subtitle =
| input = Grab
| images =
{{MoveDataCargoImage|DarkPitDashGrab_0|1|caption=The mid level Dark Pit's best friend}}
| hitboxes =
{{MoveDataCargoImage|DarkPitDashGrab_0|1|caption=|hitbox=yes}}
| info =
{{AttackDataCargo-SSBU/Query|DarkPitDashGrab_0}}
{{tt|Once Dark Pit thinks he has conditioned you to shield his attacks|In reality, most Dark Pit players will throw this out in neutral, regardless if you've been conditioned to shield or not}}, he will usually go for grabs more often. Grabs usually are easily punishable on whiff, so take this chance to go ham on him


<!-- DO NOT REMOVE THE LINE BELOW THIS COMMENT, otherwise it will fuck over the use of templates (and colors).
The reason for this is that (as of writing this comment) a move card needs at least two paragraphs in order for templates to be safely used. This includes bullet points and empty paragraphs.
This fucking website -->
<small> </small>
}}


=== Advantage ===
==== 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




=== '''Advantage''' ===
==== Juggling ====
==== Juggling ====
Dark Pit isn't as good as juggling as [[Pit|his counterpart]], but he can still do some work
Dark Pit isn't as good as juggling as [[Pit|his counterpart]], but he can still do some work


A common Dark Pit strategy when juggling is to '''throw out his {{aerial|Uair}}''' in order to bait an airdodge. If the opponent airdodges, Dark Pit can easily hit them out of their airdodge with moves such as {{aerial|Dair}}. The best solution against this is to either '''challenge Dark Pit's {{aerial|Uair}}''' with one of your own moves (proferably one that outranges him, such as {{StockIcon|Ivysaur}}'s {{aerial|Dair}}), or simply '''move sideways''', and potentially grab the ledge
A common Dark Pit strategy when juggling is to throw out his {{clr|aerial|Uair}} in order to bait a reaction. If the opponent airdodges, Dark Pit can easily hit them out of their airdodge with moves such as {{clr|aerial|Dair}}. 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, {{StockIcon|SSBU|Bayonetta}}'s Bat Within or {{StockIcon|SSBU|Snake}}'s {{clr|special|grenade}}) also works pretty well against it




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

While Dark Pit's {{clr|special|arrow}} 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 ====
==== Ledgetrap ====
Dark Pit's ledgetrapping is the same as Pit, except that he's better at punishing mash attempts. This is because of his {{clr|special|side-B}}, 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
* Placeholder


=== Disadvantage ===
==== Landing ====
'''Dark Pit is one of the best characters in the game when it comes to landing''', thanks to his {{special|down-B}}. 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 {{special|down-B}} somehow, make sure to capitalize on it''' when juggling him


==== Recovering ====
* Placeholder


=== Tips & Tricks ===
* Placeholder






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

Latest revision as of 19:25, 24 May 2023

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.

This page will only document the parts of Dark Pit's general gameplan that are different from Pit's, mostly in terms of how they use their arrows. This also includes counterplay.

Gameplan

Defensive play

In MUs such as Little Mac, Luigi, Ken, Terry or Kazuya, 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

Walling toolsThose also functions as your pokes


  • Dtilt

Used to cover grounded approaches. Leads to a combo on hit and is safe-ish on block and whiff

  • Fair

Used to cover grounded approaches, as well as short hots. Stays active for a long time, leads to combos on hit and is safe on whiff (less so on shield)

  • Bair

Same uses as Fair, but more rewarding on hit. The drawback is that it is way less active, but it is also twice as safe on shield

  • Uair

Used to cover approaches from above. Doesn't lead to much things at low percents, but otherwise leads to a juggling situation

  • Dair

Mostly used to cover approaches from below, but can also cover grounded approaches. Generally leads to a combo on hitThe spike hitbox can't be followed up until mid-high percents

  • Arrow

Contrary to Pit, Dark Pit can use his arrow more liberally in neutral, since they are faster, does more damage and more hitstun. This makes it a better zoning/counterzoning tool.


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:

  • Ftilt tipper Kills at (insert percents)
  • Dash Attack Kills at (insert percents)
  • Fsmash Kills at (insert percents)
  • Usmash Kills at (insert percents)
  • Dsmash Kills at (insert percents)
  • Bair Kills at (insert percents)
  • Uair Kills at (insert percents)
  • Side-B Kills at (insert percents)
  • Fthrow Kills at (insert percents)
  • Uthrow 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


Disadvantage

Recovery

Dark Pit's recovery allows him to go very deep before having to recover. His up-B 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
  • side-B
  • up-B
  • down-B

Contrary to Pit, Dark Pit's arrows 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

Ledge drop > arrow


Since Dark Pit's arrow does more hitstun, he can drop the ledge, use a double jump and then shoot an arrow, which allows him to "camp" at the ledge or start an RPS on hit

However, this is a very dangerous option, as Dark Pit loses at least one of his jumps if he ever gets hit. Also, grabbing the ledge for the second time without landing or getting hit 'does not grant intangibility frames, making him open to whatever ledge hang punish the opponent felt like doing today

  • Pit can also do this, but it's not as effective to do so with him



Fighting Dark Pit

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 arrow is faster and does more damage. For those who have played other fighting games, treat Dark Pit's arrow like you would treat a fireball. For those who don't, treat it like Wolf's neutral-B.

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


Advantage

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 Uair in order to bait a reaction. If the opponent airdodges, Dark Pit can easily hit them out of their airdodge with moves such as Dair. 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, Bayonetta's Bat Within or Snake's grenade) 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 arrow 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 side-B, 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


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