(Matching) |
(Matching + added some anti-Dark Pit stuff) |
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{{#vardefine:cargoTable|SSBU_MoveData}} |
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== Neutral == |
== Neutral == |
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=== Shield Pressure === |
=== Shield Pressure === |
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* Placeholde |
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* Placeholder |
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== Disadvantage == |
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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 |
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{{TheoryBox |
{{TheoryBox |
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| Title = |
| Title = Disadvantage tools |
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| Oneliner = |
| Oneliner = |
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| Difficulty = |
| Difficulty = |
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| Anchor = |
| Anchor = |
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| Video = SSBU Dark Pit |
| Video = SSBU Dark Pit DarkPitGuardianOrbitars 2.png |
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| Recipe = |
| Recipe = |
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| content = |
| content = |
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* <big>'''{{ |
* <big>'''{{aerial|Nair}}'''</big> |
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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 |
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{{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 |
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* <big>'''{{ |
* <big>'''{{special|Guardian Orbitars}}'''</big> <sub>Forbidden SSBU air shield</sub> |
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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. |
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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 |
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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 |
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* If a move hits both Dark Pit's hurtbox and the Orbitars, the Orbitars takes priority. |
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* 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 |
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}} |
}} |
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== Disadvantage == |
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Pit has one of the better disadvantage states in the game. He has more option than most of the cast to stop opponents from recklessly edgeguarding him, such as an aerial shield |
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{{TheoryBox |
{{TheoryBox |
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| Title = |
| Title = Out of Shield options |
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| Oneliner = |
| Oneliner = |
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| Difficulty = |
| Difficulty = |
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| Anchor = |
| Anchor = |
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| Video = SSBU Dark Pit |
| Video = SSBU Dark Pit DarkPitNAir 0.png |
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| Recipe = |
| Recipe = |
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| content = |
| content = |
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* <big>'''{{ |
* <big>'''{{smash|Usmash}}'''</big> <sub>6f above, 7f in front</sub> |
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{{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 |
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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 |
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* <big>'''{{ |
* <big>'''{{aerial|Nair}}'''</big> <sub>7f</sub> |
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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 |
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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 (if a move hits both Dark Pit's hurtbox and the Orbitars, the Orbitars takes priority). 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 |
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}} |
}} |
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== Fighting {{ROOTPAGENAME}} == |
== Fighting {{ROOTPAGENAME}} == |
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=== Neutral === |
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Dark Pit's neutral is flawed in two main ways: |
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* He is mostly grounded due to poor air stats, and is thus somewhat vulnerable to air camping |
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* His hitboxes are rather short and not ''that'' dangerous |
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'''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: |
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* '''Throwing out a move that is safe on whiff'''; at worst, he gets a {{tilt|Dash Attack}} in |
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* '''Not interacting at all and continue to camp him'''; Dark Pit generally struggles against characters who are very mobile in the air |
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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): |
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<big>'''{{aerial|Nair}}'''</big> |
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{{MoveDataCargo |
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| title = Neutral Air |
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| subtitle = |
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| input = Neutral Air |
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| images = |
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{{MoveDataCargoImage|DarkPitNAir_0|1|caption=You'll see this one A LOT. Especially online}} |
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| hitboxes = |
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{{MoveDataCargoImage|DarkPitNAir_0|1|caption=|hitbox=yes}} |
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| info = |
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{{AttackDataCargo-SSBU/Query|DarkPitNAir_0}}{{AttackDataCargo-SSBU/Query|DarkPitNAir_3}} |
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Dark Pit's best move, and as such the move you should be wary of the most. This move has two major weaknesses: |
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* It has short range |
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* It has a long animation |
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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 |
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}} |
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<big>'''{{tilt|Dtilt}}'''</big> |
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{{MoveDataCargo |
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| title = Down Tilt |
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| subtitle = |
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| input = Down Tilt |
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| images = |
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{{MoveDataCargoImage|DarkPitDTilt_0|1|caption=}} |
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| hitboxes = |
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{{MoveDataCargoImage|DarkPitDTilt_0|1|caption=|hitbox=yes}} |
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| info = |
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{{AttackDataCargo-SSBU/Query|DarkPitDTilt_0}} |
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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 |
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}} |
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<big>'''{{special|Arrow}}'''</big> |
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{{MoveDataCargo |
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| title = Silver Bow |
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| subtitle = |
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| input = Silver Bow |
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| images = |
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{{MoveDataCargoImage|DarkPitSilverBowMinimum_0|1|caption=}} |
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| hitboxes = |
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{{MoveDataCargoImage|DarkPitSilverBowMinimum_0|1|caption=Put the hitbox in full screen in order to see anything|hitbox=yes}} |
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| info = |
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{{AttackDataCargo-SSBU/Query|DarkPitSilverBowMinimum_0}} |
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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 |
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<!-- DO NOT REMOVE THE LINE BELOW THIS COMMENT, otherwise it will fuck over the use of templates (and colors). |
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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. |
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This fucking website --> |
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<small> </small> |
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}} |
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<big>'''{{grab|Dash Grab}}'''</big> |
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{{MoveDataCargo |
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| title = Grab |
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| subtitle = |
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| input = Grab |
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| images = |
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{{MoveDataCargoImage|DarkPitDashGrab_0|1|caption=The mid level Dark Pit's best friend}} |
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| hitboxes = |
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{{MoveDataCargoImage|DarkPitDashGrab_0|1|caption=|hitbox=yes}} |
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| info = |
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{{AttackDataCargo-SSBU/Query|DarkPitDashGrab_0}} |
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{{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 |
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<!-- DO NOT REMOVE THE LINE BELOW THIS COMMENT, otherwise it will fuck over the use of templates (and colors). |
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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. |
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This fucking website --> |
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<small> </small> |
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}} |
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=== Advantage === |
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==== Combos ==== |
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'''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 |
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==== Juggling ==== |
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Dark Pit isn't as good as juggling as [[Pit|his counterpart]], but he can still do some work |
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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 |
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==== Edgeguard ==== |
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* Placeholder |
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==== Ledgetrap ==== |
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* Placeholder |
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=== Disadvantage === |
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==== Landing ==== |
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'''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 |
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==== Recovering ==== |
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* Placeholder |
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=== Tips & Tricks === |
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* Placeholder |
* Placeholder |
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Revision as of 20:52, 1 September 2022
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...) |
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
- Nair
When hanging onto the ledge, Dark Pit can use his 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
- Guardian Orbitars Forbidden SSBU air shield
Dark Pit's 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 [[File:Ike_{{{2}}}_Stock.png|link=Ike/{{{2}}}|x25px|alt=]] [[Ike/{{{2}}}|{{{2}}}]] or [[File:Corrin_{{{2}}}_Stock.png|link=Corrin/{{{2}}}|x25px|alt=]] [[Corrin/{{{2}}}|{{{2}}}]] much easier than usual.
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 Uairs such as [[File:Link_{{{2}}}_Stock.png|link=Link/{{{2}}}|x25px|alt=]] [[Link/{{{2}}}|{{{2}}}]], [[File:Young Link_{{{2}}}_Stock.png|link=Young Link/{{{2}}}|x25px|alt=]] [[Young Link/{{{2}}}|{{{2}}}]] or [[File:Toon Link_{{{2}}}_Stock.png|link=Toon Link/{{{2}}}|x25px|alt=]] [[Toon Link/{{{2}}}|{{{2}}}]] harder than usual. Those blind spots also means that you will sometimes eat projectiles you were supposed to reflect
- If a move hits both Dark Pit's hurtbox and the Orbitars, the Orbitars takes priority.
- Doing a B reverseAn 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
- Usmash 6f above, 7f in front
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
- Nair 7f
Despite being one frame slower than Usmash, Nair is Dark Pit's best out of shield option. It grants better reward than Usmash, especially at lower percents since you can combo off of it
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 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 [[File:Pit_{{{2}}}_Stock.png|link=Pit/{{{2}}}|x25px|alt=]] [[Pit/{{{2}}}|{{{2}}}]], his arrow is less useful for recovering because of it being stiffer
Changing the speed of up-B
On stages with walls, Dark Pit can make his up-B go slower by hugging the wall (make your 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 two frameIn 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
Stages
Great
- Placeholder
Good
- Placeholder
Volatile
- Placeholder
Meh
- Placeholder
Bad
- Placeholder
Fighting SSBU
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 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):
Nair
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'DarkPitNAir_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.You'll see this one A LOT. Especially online
Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'DarkPitNAir_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.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
Dtilt
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'DarkPitDTilt_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'DarkPitDTilt_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.Arrow
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'DarkPitSilverBowMinimum_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'DarkPitSilverBowMinimum_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.Put the hitbox in full screen in order to see anything
Dark Pit's projectile, and this his main way of attacking at long range. Contrary to [[File:Pit_{{{2}}}_Stock.png|link=Pit/{{{2}}}|x25px|alt=]] [[Pit/{{{2}}}|{{{2}}}]], Dark Pit's 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 blindspotsA 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
Dash Grab
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'DarkPitDashGrab_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.The mid level Dark Pit's best friend
Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'DarkPitDashGrab_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.Once Dark Pit thinks he has conditioned you to shield his attacksIn 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
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
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 an airdodge. If the opponent airdodges, Dark Pit can easily hit them out of their airdodge with moves such as Dair. The best solution against this is to either challenge Dark Pit's Uair with one of your own moves (proferably one that outranges him, such as [[File:Ivysaur_{{{2}}}_Stock.png|link=Ivysaur/{{{2}}}|x25px|alt=]] [[Ivysaur/{{{2}}}|{{{2}}}]]'s Dair), or simply move sideways, and potentially grab the ledge
Edgeguard
- Placeholder
Ledgetrap
- Placeholder
Disadvantage
Landing
Dark Pit is one of the best characters in the game when it comes to landing, thanks to his 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 down-B somehow, make sure to capitalize on it when juggling him
Recovering
- Placeholder
Tips & Tricks
- Placeholder