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SSBU/Dark Pit/Strategy

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< SSBU‎ | Dark Pit
Revision as of 09:30, 31 August 2022 by Naptec (talk | contribs) (Matching)
[[File:SSBU_{{{2}}}_Stock.png|link=SSBU/{{{2}}}|x25px|alt=]] [[SSBU/{{{2}}}|{{{2}}}]]

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...)


Neutral

Movement

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Shield Pressure

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Out of Shield options
  • 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



Disadvantage

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

Disadvantage tools
  • 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 (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 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


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

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Good

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Volatile

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Meh

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Bad

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Fighting SSBU

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Navigation

[[File:SSBU_{{{2}}}_Stock.png|link=SSBU/{{{2}}}|x25px|alt=]] [[SSBU/{{{2}}}|{{{2}}}]]

SSBU/Data Navigation

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