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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>
{{InvisibleHeader}}{{CharLinks|charMainPage=Dark Pit
|videos=
|matchups=
|resources=
}}
======<span style="visibility:hidden;font-size:0">Overview</span>======
{{Overview
|overview=
Compared to the rest of the cast, {{StockIcon|DarkPit}} has an overwhelming amount of multihits, meaning that he is armed to the teeth with fast, long-lasting normals. It is with these normals that Dark Pit can carefully control space and deny approaches. Should an opponent overcommit or fail to space correctly, a good Dark Pit is ready to whiff punish and start a combo that can efficiently carry the opponent offstage. From there, Pit can begin using his arrows and multi-jumps alongside his lingering aerials to keep opponents offstage, making the most of his opportunities to gradually rack up percent on opponents.


{{FlexContainer}}
If opponents begin exploiting Pit's lackluster air stats and lack of dangerous hitboxes, it is important to utilize his amazing disadvantage tools so that he isn’t locked down in the same way he wants to lock down others. These tools come in the form of his {{special|D-Special}} (which reflects projectiles and gives him his unique and defining ability to shield in the air), his multi-jumps, and his long-reaching Up-B (among other useful specials). The correct combination of these tools makes it so that opponents don’t get mileage out of ''their'' advantage states.
{{FlexTopContainer}}
{{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.


You can read up on the documentation on [[SSBU/Pit|Pit's character page]]. The documentation of the differing specials for Dark Pit will be listed on this page.
It's no surprise that Dark Pit has very few difficult matchups and zero “unwinnable” ones due to how rounded his moveset is. However, he struggles with being hyper-aggressive and catching high-speed characters due to his low jump height and lack of air speed. Furthermore, while his arsenal of multi-hits and normals have good startup, their weakness is their ending lag. This means that Pit is prone to getting whiff punished is he initially misses his moves. Dark Pit requires you to play carefully and constantly be in control, which is possible through the versatility of his kit. He rewards patient play from someone with strong fundamentals, rather than rushing to shred through stocks.


|summary= {{StockIcon|Dark Pit}} is a well-rounded and beginner-friendly character that excels at whiff punishing, pressing his advantage, maneuvering disadvantage, and getting opponents offstage.
|pros=
*'''Swiss-Army Knife:''' Dark Pit's kit is very versatile, and allows him to deal with any situation
*'''Whiff Punish:''' Since all of his normal attacks are (mostly) faster than 10f, Pit can easily whiff punish his opponent, as well as hitting someone trying to land
*'''Air Blocking:''' Dark Pit's down-B, Guardian Orbitars, grants him the ability to "shield" in the air. This makes him the only character in the game with the ability to block attacks while airborne
*'''Good Disadvantage:''' Dark Pit's aforementioned Orbitars, 3 aerial jumps, long-reaching up-B, armored side-B, and projectile that can cover him gives him a potent disadvantage compared to the rest of the cast
|cons=
*'''Generalist''': Because he's a jack-of-all-trades type of character, Dark Pit is often outclassed by almost every character in the game in at least one area
*'''Difficulty to Kill:''' Dark Pit has little cheese and cannot true combo into his strongest moves, meaning he relies on stray hits and DI dependent confirm to take stocks (opponents typically die around 100% or higher)
*'''Exploitable Recovery:''' Despite covering a great distance, Dark Pit's up-B doesn't have any intangibility frames nor hitboxes to cover him. This makes edgeguarding him surprisingly easy
*'''Easy to whiff punish:''' Since most of Dark Pit's attacks are multi hits, it is pretty easy to simply whiff punish these attacks
*'''Linear Approaches:''' Since Dark Pit is faster on the ground than he is in the air, most of his approaches will be done from the ground
*'''Pitboxes:''' Dark Pit is kind of infamous for his multi hits sometimes dropping for no apparent reason

|unique_mechanic1_name = [[File:Dark Pit Stock.png|40px|middle|Dark Pit]] - Differences between Pit and Dark Pit - [[File:Pit Stock.png|40px|middle|Pit]]
|unique_mechanic1 = '''The only differences between the characters lies in their neutral-B and their side-B'''. Here are the biggest differences in a nutshell:

<big>{{StockIcon|Pit}}</big>
* His neutral-B deals less damage and/or stun compared to dark pits, but is way easier to control
* His side-B sends more vertically

<big>{{StockIcon|Dark Pit}}</big>
* His neutral-B is harder to control, but deals more damage, stun, and is slightly faster
* His side-B sends more horizontally
<small> </small>
In practice, '''only the neutral-B difference matters''' in regards to which Pit you want to play. '''Both characters are on the same level in terms of viability''', so just pick your favorite. However, '''it is recommended to learn both characters'''

|weight = 96
|spotDodge = 25F (3~16F int.)
|airDodge = 3~29F int. (Neutral) <br> 3~21F int. (Directional)
|uro = 3 Air Jumps
|fastestOOS = USmash (6f)
}}
}}


{{Closediv}}<!--END TOP SECTION-->
==Normal Moves==
{{FlexSideContainer}}<!-- BEGIN FLEX SECTION -->
{{TOClimit|2}}
{{#vardefine:cargoTable|SSBU_MoveData}}
===Jab===
<big>{{Prompt|A}}</big>
{{MoveDataCargo
| title = Jab
| subtitle =
| input = Jab
| images =
| images =
{{MoveDataCargoImage|DarkPitJab1_0|1|caption=}}
{{MoveDataCargoImage|DarkPitJab2_0|1|caption=}}
{{MoveDataCargoImage|DarkPitJab3_0|1|caption=Only use this against Kazuya and Bowser}}
{{MoveDataCargoImage|DarkPitJabRapid_0|1|caption=}}
{{MoveDataCargoImage|DarkPitJabRapidEnd_1|1|caption=}}
| hitboxes =
{{MoveDataCargoImage|DarkPitJab1_0|1|caption=|hitboxes=yes}}
{{MoveDataCargoImage|DarkPitJab2_0|1|caption=|hitboxes=yes}}
{{MoveDataCargoImage|DarkPitJab3_0|1|caption=|hitboxes=yes}}
{{MoveDataCargoImage|DarkPitJabRapid_0|1|caption=|hitboxes=yes}}
{{MoveDataCargoImage|DarkPitJabRapidEnd_1|1|caption=|hitboxes=yes}}
| info =
{{AttackDataCargo-SSBU/Query|DarkPitJab1_0}}
{{AttackDataCargo-SSBU/Query|DarkPitJab2_0}}
{{AttackDataCargo-SSBU/Query|DarkPitJab3_0}}
{{AttackDataCargo-SSBU/Query|DarkPitJabRapid_0}}
{{AttackDataCargo-SSBU/Query|DarkPitJabRapidEnd_1}}
Slightly slower than most characters at frame 4, but it fulfills its role as his fastest grounded option. Has solid range, does good damage, and has extra utility as a niche kill option at very high precents.
* Can hit knocked down opponents (also known as a jablock)
----
'''Gentleman Jab''' (hold {{Prompt|A}} '''or''' {{Prompt|A}} x3)


{{FP Box
This version is almost never used, since Dark Pit has a rapid jab, and said rapid jab is better in every conceivable way. It is only really used against Bowser and Kazuya, or if you want to keep the opponent close
|header=Dark Pit
----
|content=
'''Rapid jab''' (mash {{Prompt|A}})
[[File:SSBU Dark Pit Portrait.png|300px|center]]

This version is Dark Pit's preffered way of ending a jab. His rapid jab can kill at very high percents, but this is very niche, as his Dash Attack is a better kill move at those percents
* Can only be cancelled into from Jab 2
* Will deal no hitstun against {{StockIcon|Bowser}} and {{StockIcon|Kazuya}} because of {{tt|Tough Guy|A passive, very weak hyper armor that makes rapid jabs worthless}}
}}
}}


{{Closediv}}<!--END FLEX SECTION-->
===Forward Tilt===
{{Closediv}}
<big>{{Prompt|Analog Left}} / {{Prompt|Analog Right}} + {{Prompt|A}}</big>
{{MoveDataCargo
| title = Forward Tilt
| subtitle =
| input = Forward Tilt
| images =
{{MoveDataCargoImage|DarkPitFTilt_0|1|caption=}}
| hitboxes =
{{MoveDataCargoImage|DarkPitFTilt_0|1|caption=|hitbox=yes}}
| info =
{{AttackDataCargo-SSBU/Query|DarkPitFTilt_0}}
Considered one of Dark Pit’s worst A-moves since it is outclassed by Down-Tilt (which is faster, safer, and leads into combos at the cost of a little range). However, F-Tilt still has its function as a safe-ish spacing move that can cover multiple ledge options (namely neutral getup) and can take stocks with the tipper hitbox.
}}

===Up Tilt===
<big>{{Prompt|Analog Up}} + {{Prompt|A}}</big>
{{MoveDataCargo
| title = Up Tilt
| subtitle =
| input = Up Tilt
| images =
{{MoveDataCargoImage|DarkPitUTilt_0|1|caption=}}
| hitboxes =
{{MoveDataCargoImage|DarkPitUTilt_0|1|caption=|hitbox=yes}}
| info =
{{AttackDataCargo-SSBU/Query|DarkPitUTilt_0}}{{AttackDataCargo-SSBU/Query|DarkPitUTilt_1}}
A solid anti-air. Up-Tilt covers mostly above and slightly in front of Dark Pit. It is useful for poking at opponents on platforms, but you must space it carefully since the hitbox is somewhat thin. At low percents, Up-tilt can combo into Nair and start Dark Pit’s drag-down combos. At higher percents, Up-tilt will combo into Up-air, a combo that will kill at around 120%.
}}

===Down Tilt===
<big>{{Prompt|Analog Down}} + {{Prompt|A}}</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. It comes out fast a frame 6 and is quite safe, especially when spaced. When an opponent is hit by it, Pit is rewarded with true combos all the way until kill percents. It is simple and effective.
}}

===Dash Attack===
<big>{{Prompt|A}} while dashing or running</big>
{{MoveDataCargo
| title = Dash Attack
| subtitle =
| input = Dash Attack
| images =
{{MoveDataCargoImage|DarkPitDashAttack_0|1|}}
| hitboxes =
{{MoveDataCargoImage|DarkPitDashAttack_0|1||hitbox=yes}}
| info =
{{AttackDataCargo-SSBU/Query|DarkPitDashAttack_0}}
A very good dash attack. It comes out quickly and is very safe compared to most dash attacks. The hitbox lingers for a few frames and Dark Pit slides on the ground when he uses it, making it great for catching landings. Dash attack will also kill at higher percents.
}}

==Smash Attacks==
===Forward Smash===
<big>{{Prompt|Analog Smash Left}} / {{Prompt|Analog Smash Right}} + {{Prompt|A}}</big>
{{MoveDataCargo
| title = Forward Smash
| subtitle =
| input = Forward Smash
| images =
{{MoveDataCargoImage|DarkPitFSmash_0|1|}}
| hitboxes =
{{MoveDataCargoImage|DarkPitFSmash_0|1||hitbox=yes}}
| info =
{{AttackDataCargo-SSBU/Query|DarkPitFSmash_0}}{{AttackDataCargo-SSBU/Query|DarkPitFSmash_1}}
Tied for the fastest F-Smash in the game. In terms of use, it's a regular F-Smash: highly commital kill move with very good kill power. However, since Dark Pit's has 2 hits, he can sometimes catch spotdodges with it
}}

===Up Smash===
<big>{{Prompt|Analog Smash Up}} + {{Prompt|A}}</big>
{{MoveDataCargo
| title = Up Smash
| subtitle =
| input = Up Smash
| images =
{{MoveDataCargoImage|DarkPitUSmash_0|1|}}
| hitboxes =
{{MoveDataCargoImage|DarkPitUSmash_0|1||hitbox=yes}}
| info =
{{AttackDataCargo-SSBU/Query|DarkPitUSmash_0}}{{AttackDataCargo-SSBU/Query|DarkPitUSmash_1}}{{AttackDataCargo-SSBU/Query|DarkPitUSmash_2}}{{AttackDataCargo-SSBU/Query|DarkPitUSmash_3}}
Dark Pit’s fastest option OOS, and tied for the second-fastest up smash in the game. It has respectable kill power but has a poor scooping hitbox in front of Dark Pit, meaning that it is prone to whiffing opponents or having opponents fall out of the multi-hit mid-way. This means that even though it’s his fastest OOS option it's not his go-to one. However, it is very reliable after being comboed from a grounded down-air, making Dair into Up-Smash a stable kill confirm.
}}

===Down Smash===
<big>{{Prompt|Analog Smash Down}} + {{Prompt|A}}</big>
{{MoveDataCargo
| title = Down Smash
| subtitle =
| input = Down Smash
| images =
{{MoveDataCargoImage|DarkPitDSmash_0|1|}}
| hitboxes =
{{MoveDataCargoImage|DarkPitDSmash_0|1||hitbox=yes}}
| info =
{{AttackDataCargo-SSBU/Query|DarkPitDSmash_0}}{{AttackDataCargo-SSBU/Query|DarkPitDSmash_1}}
A great down-smash. Dark Pit has the only down-smash that is frame 5 or faster that covers both sides and kills reliably. Additionally, down-smash is great at ending pits dragdown combos, as its speed lets it true combo out of falling Nair, Fair, and Up-air.
* Can reliably two frame most of the cast
** This does not apply to {{StockIcon|Ganondorf}}, {{StockIcon|Ridley}}, {{StockIcon|King K. Rool}} and {{StockIcon|Sephiroth}}
}}

==Aerials==
===Neutral Air===
<big>Airborne {{Prompt|A}}</big>
{{MoveDataCargo
| title = Neutral Air
| subtitle =
| input = Neutral Air
| images =
{{MoveDataCargoImage|DarkPitNAir_0|1|}}
| hitboxes =
{{MoveDataCargoImage|DarkPitNAir_0|1||hitbox=yes}}
| info =
{{AttackDataCargo-SSBU/Query|DarkPitNAir_0}}{{AttackDataCargo-SSBU/Query|DarkPitNAir_3}}
Character-defining move, it does everything. It can be used in neutral, combos, ledgetrap, edgeguarding, as a way to "safely" get out of the ledge... You name it, Dark Pit's Nair can probably do it. It is also his go-to OOS (out of shield) option, only being 1f slower than his USmash. When autocancelled, it also becomes really safe on shield (-6), even done from a rising short hop. While its range leaves to be desired, it is without a doubt one of the best Nairs in the entire game.
}}

===Forward Air===
<big>Airborne {{Prompt|Analog Right}} + {{Prompt|A}}</big>
{{MoveDataCargo
| title = Forward Air
| subtitle =
| input = Forward Air
| images =
{{MoveDataCargoImage|DarkPitFAir_0|1|}}
| hitboxes =
{{MoveDataCargoImage|DarkPitFAir_0|1||hitbox=yes}}
| info =
{{AttackDataCargo-SSBU/Query|DarkPitFAir_0}}{{AttackDataCargo-SSBU/Query|DarkPitFAir_1}}
Fair is a straightforward spacing aerial with good combo potential. Dark Pit throws a short horizontal hitbox in front of him made of three hits. When falling with Fair, It is recommended to land with either the first or the second if you intend to combo, as the third hit will send opponents too far away. The first two hits have bigger combo windows as the opponent's percent rises, but a rule of thumb is that once you land you can get Down-Smash or D-Tilt at high percents. The final hit is better to use rising since it can be auto-canceled after connecting, giving Dark Pit enough time to follow up with another fast move, typically Dash Grab or Dash Attack.
}}

===Back Air===
<big>Airborne {{Prompt|Analog Left}} + {{Prompt|A}}</big>
{{MoveDataCargo
| title = Back Air
| subtitle =
| input = Back Air
| images =
{{MoveDataCargoImage|DarkPitBAir_0|1|caption=}}
| hitboxes =
{{MoveDataCargoImage|DarkPitBAir_0|1|caption=|hitbox=yes}}
| info =
{{AttackDataCargo-SSBU/Query|DarkPitBAir_0}}{{AttackDataCargo-SSBU/Query|DarkPitBAir_1}}
A very good spacing aerial. Bair is great at killing, is extremely safe on shield, and has a good disjoint. Short-hopping backwards while fast-falling Bair is a great option in neutral and is nearly unpunishable. At very low percents, Bair can combo into Grab or Dash Attack. At high percents, Dark Pit can combo down throw into Bair or sourspot Dair into Bair, these combos can seal out stocks reliably and sometimes early if done at the ledge. Sourspot Bair also has some niche combo potential, but is otherwise useless. You almost always just want the strong sweetspot.
}}

=== Up Air ===
<big>Airborne {{Prompt|Analog Up}} + {{Prompt|A}}</big>
{{MoveDataCargo
| title = Up Air
| subtitle =
| input = Up Air
| images =
{{MoveDataCargoImage|DarkPitUAir_0|1|caption=}}
| hitboxes =
{{MoveDataCargoImage|DarkPitUAir_0|1|caption=|hitbox=yes}}
| info =
{{AttackDataCargo-SSBU/Query|PitUAir_0}}{{AttackDataCargo-SSBU/Query|PitUAir_2}}
A really good move for juggling opponents, as well as racking up damage. It also kills decently well, for Dark Pit's standards at least. When juggling opponents, it is possible to frame kill their air dodge thanks to the low endlag frames
}}

===Down Air===
<big>Airborne {{Prompt|Analog Down}} + {{Prompt|A}}</big>
{{MoveDataCargo
| title = Down Air
| subtitle =
| input = Down Air
| images =
{{MoveDataCargoImage|DarkPitDAir_1|1|caption=}}
| hitboxes =
{{MoveDataCargoImage|DarkPitDAir_1|1|caption=|hitbox=yes}}
| info =
{{AttackDataCargo-SSBU/Query|DarkPitDAir_1}}
While the small and weak spike might make it seem like a bad move, Dair is actually very good. It is a key combo tool in the air as the sour spot can set up opponents for Nair, Uair, Dair, and Bair followups. Furthermore, Dair begins being positive on hit as soon as 50% when hitting grounded opponents, allowing for grounded combos. It is also an okay classic spike (although it is one of the weakest spikes in the game). This is also Dark Pit's most disjointed aerial, and combined with his multi-jumps, allows Dark Pit to “Dair camp” some characters.
* The move has a spike hitbox on frame 11
** Said spike can lock knocked down opponents
}}


{{#vardefine:cargoTable|SSBU_MoveData}}
==Specials==
==Specials==
===Silver Bow===
==={{clr|special|Silver Bow}}===
<big>{{Prompt|B}}</big>
<big>{{Prompt|B}}</big>
{{SSBU Move Card
{{MoveDataCargo
| title = Silver Bow
|attack=Silver Bow
|description=
| subtitle =
Dark Pit's arrow is a long distance projectile that he can control with some accuracy after firing, allowing him to harass his opponents. Due to its damage and hitstun, it is mostly used as a tool for when Dark Pit is trying to pester at a distance and force an approach.
| input = Silver Bow
* Dark Pit can also aim directly above him, which makes it a passable juggling tool.
| images =
* Can only be fired in two angles: directly forward or directly upward.
{{MoveDataCargoImage|DarkPitSilverBowMinimum_0|1|caption=}}
* {{clr|special|Neutral-B}} has less endlag in the air.
| hitboxes =
** {{clr|special|Neutral-B}} has even less endlag when shooting upward.
{{MoveDataCargoImage|DarkPitSilverBowMinimum_0|1|caption=Put the hitbox in full screen in order to see anything|hitbox=yes}}
* Can be held for 60 frames before being forced to shoot.
| info =
** This duration can be extended if you change the direction of your aiming (up/forward or turning around both works).
{{AttackDataCargo-SSBU/Query|DarkPitSilverBowMinimum_0}}
Dark Pit's arrow is a projectile that he can controlled after firing (a rate of 0.6 degrees per frame for Dark Pit, and 4.0 for Pit), allowing him to quickly harass his opponents. Due to its higher damage and knockback (compared to Pit's), it is mostly used to zone out characters and cover mid recoveries, or when Dark Pit is trying to fight at long range. Dark Pit can also aim directly above him, which makes it a decent juggling tool, though it isn't as good as Pit's arrow in this field.
}}
}}


===Electroshock Arm===
==={{clr|special|Electroshock Arm}}===
{{Prompt|Analog Left}} / {{Prompt|Analog Right}} + {{Prompt|B}}
{{Prompt|Analog Left}} / {{Prompt|Analog Right}} + {{Prompt|B}}
{{SSBU Move Card
{{MoveDataCargo
| title = Electroshock Arm
|attack=Electroshock Arm
|specificHits=yes
| subtitle =
|description=
| input = Electroshock Arm
| images =
{{MoveDataCargoImage|DarkPitElectroshockArmG_0|1|caption=}}
{{MoveDataCargoImage|DarkPitElectroshockArmHitG_0|1|caption=Ground hit}}
{{MoveDataCargoImage|DarkPitElectroshockArmHitA_0|1|caption=Air hit}}
| hitboxes =
{{MoveDataCargoImage|DarkPitElectroshockArmG_0|1|caption=|hitbox=yes}}
{{MoveDataCargoImage|DarkPitElectroshockArmHitG_0|1|caption=|hitbox=yes}}
{{MoveDataCargoImage|DarkPitElectroshockArmA_0|1|caption=|hitbox=yes}}
{{MoveDataCargoImage|DarkPitElectroshockArmHitA_0|1|caption=|hitbox=yes}}
| info =
{{AttackDataCargo-SSBU/Query|DarkPitElectroshockArmG_0}}{{AttackDataCargo-SSBU/Query|DarkPitElectroshockArmHitG_0}}{{AttackDataCargo-SSBU/Query|DarkPitElectroshockArmA_0}}{{AttackDataCargo-SSBU/Query|DarkPitElectroshockArmHitA_0}}
'''Grounded'''
'''Grounded'''


Widely considered to be Dark Pit's worst attack. It has slow startup, a lot of endlag, it is very unsafe on shield, and on hit, you only deal 10%. Avoid using this move as much as possible, unless you have a hard read going on. While it does have super armor and reflects projectiles, the armor only covers the first half of the dash, and it doesn't come out on frame 1. As for the reflecting part, most projectiles are deflected (doesn't go the same trajectory), no damage multiplier is applied, and it's a general hindrance
Widely considered to be Dark Pit's worst attack. It has slow startup, a lot of endlag, it is very unsafe on shield, and on hit, you only deal 10%. Avoid using this move as much as possible, unless you have a hard read going on. While it does have super armor and reflects projectiles, the armor only covers the first half of the dash, and it doesn't come out on frame 1. As for the reflecting part, most projectiles are deflected (doesn't go the same trajectory), no damage multiplier is applied, and it's a general hindrance

Dark Pit's {{clr|special|side-B}} is a bit better than Pit's due to the more horizontal knockback. This allows him cheese out stocks at the ledge thanks to the super armor

* Dark Pit steps back upon activation
* Dark Pit steps back upon activation
** If wavebounced, Dark Pit can cover a very large distance (around half of Final Destination), making it somewhat useful for tech chases
** If wavebounced, Dark Pit can cover a very large distance (around half of Final Destination), making it somewhat useful for tech chases
Line 318: Line 56:


Only use this when recovering horizontally. Offensively, it is virtually useless, since it has even more startup and endlag (armor frames are the exact same, however), while being somehow more unsafe on block than the grounded version. It also deals less damage and has less knockback. The only reason you should ever use this button is if you have misinputted another special
Only use this when recovering horizontally. Offensively, it is virtually useless, since it has even more startup and endlag (armor frames are the exact same, however), while being somehow more unsafe on block than the grounded version. It also deals less damage and has less knockback. The only reason you should ever use this button is if you have misinputted another special

* Dark Pit can change his momentum after hitting the opponent, on hit and on shield
* Dark Pit can change his momentum after hitting the opponent, on hit and on shield
* Minus on hit at most percents
* Minus on hit at most percents
** Unlike Pit, Dark Pit isn't punishable on hit because of the distance
}}
}}


==Navigation==
===Power of Flight===
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{Prompt|Analog Up}} + {{Prompt|B}}
{{#lst:SSBU/Navigation}}
{{MoveDataCargo
| title = Power of Flight
| subtitle =
| input = Power of Flight
| images =
{{MoveDataCargoImage|DarkPitPowerOfFlightG_0|1|caption=}}
| hitboxes =
{{MoveDataCargoImage|DarkPitPowerOfFlightG_0|1|caption=|hitbox=yes}}
| info =
{{AttackDataCargo-SSBU/Query|DarkPitPowerOfFlightG_0}}{{AttackDataCargo-SSBU/Query|DarkPitPowerOfFlightA_0}}
Dark Pit's main recovery move. It is pretty decent, as it covers a great distance, but it doesn't have any invincibility (when moving) or hitboxes to cover him. Also the grounded version has more intangibility frames for some reason. Never use it on the ground or out of shield.
}}


{{#seo:
===Guardian Orbitars===
|description=is an echo fighter of Pit in Super Smash Brothers Ultimate.
{{Prompt|Analog Down}} + {{Prompt|B}}
{{MoveDataCargo
| title = Guardian Orbitars
| subtitle =
| input = Guardian Orbitars
| images =
{{MoveDataCargoImage|DarkPitGuardianOrbitars_2|1|caption=STAY BACK}}
| hitboxes =
{{MoveDataCargoImage|DarkPitGuardianOrbitars_2|1|caption=|hitbox=yes}}
| info =
{{AttackDataCargo-SSBU/Query|DarkPitGuardianOrbitars_2}}
The backbone of Dark Pit's disadvantage state. This reflector has the particularity to be able to block physical attacks, on top of reflecting projectiles. It does have some HP, but when it breaks, you can usually punish their attack. See it as a sort of aerial shield that can also be used to change your air momentum due to it being a special, which means you can B reverse it
* Can tank up to 15 percents in one use
* When broken, takes 10 seconds to regenerate itself
}}
}}


[[Category:Super Smash Bros. Ultimate]]
==Grabs & Throws==
[[Category:Playable Character]]
===Grab===
[[Category:Dark Pit]]
<big>{{Prompt|Z}}</big>
{{MoveDataCargo
| title = Grab
| subtitle =
| input = Grab
| images =
{{MoveDataCargoImage|DarkPitGrab_0|1|caption=Standing grab}}
{{MoveDataCargoImage|DarkPitDashGrab_0|1|caption=Dash grab}}
{{MoveDataCargoImage|DarkPitPivotGrab_0|1|caption=Pivot grab}}
{{MoveDataCargoImage|DarkPitPummel_0|1|caption=Pummel}}
| hitboxes =
{{MoveDataCargoImage|DarkPitGrab_0|1|caption=|hitbox=yes}}
{{MoveDataCargoImage|DarkPitDashGrab_0|1|caption=|hitbox=yes}}
{{MoveDataCargoImage|DarkPitPivotGrab_0|1|caption=|hitbox=yes}}
{{MoveDataCargoImage|DarkPitPummel_0|1|caption=|hitbox=yes}}
| info =
{{AttackDataCargo-SSBU/Query|DarkPitGrab_0}}
{{AttackDataCargo-SSBU/Query|DarkPitDashGrab_0}}
{{AttackDataCargo-SSBU/Query|DarkPitPivotGrab_0}}
{{AttackDataCargo-SSBU/Query|DarkPitPummel_0}}
'''Standing Grab'''

Despite having a somewhat stubby grab, Dark Pit gets a lot of reward for grabbing his opponents. It allows him to start combos, put his opponents offstage or kill at the ledge. This will be further explained below
* Dark Pit is tied for the fastest standing grab in the game
----
'''Dash Grab''' ({{Prompt|Analog Smash Left}} or {{Prompt|Analog Smash Right}} > {{Prompt|Z}})

Actually has better reach than standing grab. Due to the additional endlag, Dash Grab is more commital than the other two grabs, but it also leads to the usual reward
----
'''Pivot Grab''' ({{Prompt|Analog Smash Right}} > {{Prompt|Analog Left}} + {{Prompt|Z}})

Longest reaching grab at Dark Pit's disposal, and truly has a ridiculous amount of range for Dark Pits size. Ideally, this is the one you mostly want to use.
----
'''Pummel''' ({{Prompt|Z}} > {{Prompt|A}})

Only used to get free damage after a grab before going for a throw. Only do this if you're certain you can do a throw after pummelling the opponent
* As a rule of thumb, you can have one guaranteed pummel every 30%
}}

===Forward Throw===
<big>{{Prompt|Z}} > {{Prompt|Analog Right}}</big>
{{MoveDataCargo
| title = Forward Throw
| subtitle =
| input = Forward Throw
| images =
{{MoveDataCargoImage|DarkPitFThrow_0|1|caption=}}
| hitboxes =
{{MoveDataCargoImage|DarkPitFThrow_0|1|caption=|hitbox=yes}}
| info =
{{AttackDataCargo-SSBU/Query|DarkPitFThrow_0}}{{AttackDataCargo-SSBU/Query|DarkPitFThrow_1}}
Dark Pit's kill throw at the ledge, and part of a 50/50 DI trap at the ledge at higher percents. Otherwise mostly used to set the opponent offstage.
}}

===Back Throw===
<big>{{Prompt|Z}} > {{Prompt|Analog Left}}</big>
{{MoveDataCargo
| title = Back Throw
| subtitle =
| input = Back Throw
| images =
{{MoveDataCargoImage|DarkPitBThrow_0|1|caption=}}
| hitboxes =
{{MoveDataCargoImage|DarkPitBThrow_0|1|caption=|hitbox=yes}}
| info =
{{AttackDataCargo-SSBU/Query|DarkPitBThrow_0}}
Mostly used to get the opponent offstage, when Dark Pit is facing away from the ledge. It can also combo into Dash Attack at very low percents.
}}

===Up Throw===
<big>{{Prompt|Z}} > {{Prompt|Analog Up}}</big>
{{MoveDataCargo
| title = Up Throw
| subtitle =
| input = Up Throw
| images =
{{MoveDataCargoImage|DarkPitUThrow_0|1|caption=}}
| hitboxes =
{{MoveDataCargoImage|DarkPitUThrow_0|1|caption=|hitbox=yes}}
| info =
{{AttackDataCargo-SSBU/Query|DarkPitUThrow_0}}{{AttackDataCargo-SSBU/Query|DarkPitUThrow_1}}
A niche throw. It can kill on platforms or at very high percents when Dark Pit is not in the position to kill with F-throw. It is Dark Pit’s most damaging throw and you can use it to put opponents in a juggling position if F-throw and Back-Throw won’t send the opponent off-stage. This is sometimes a good idea since Pit can juggle quite well.
}}

===Down Throw===
<big>{{Prompt|Z}} > {{Prompt|Analog Down}}</big>
{{MoveDataCargo
| title = Down Throw
| subtitle =
| input = Down Throw
| images =
{{MoveDataCargoImage|DarkPitDThrow_0|1|caption=}}
| hitboxes =
{{MoveDataCargoImage|DarkPitDThrow_0|1|caption=|hitbox=yes}}
| info =
{{AttackDataCargo-SSBU/Query|DarkPitDThrow_0}}{{AttackDataCargo-SSBU/Query|DarkPitDThrow_1}}
One of Dark Pit's main combo starters. Pit can combo into a lot of different things at different percents, including kill confirms. It's also part of a 50/50 DI trap at the ledge at higher percents.
}}

==Floor Attacks==
===Ledge Attack===
<big>{{Prompt|A}} while holding the ledge</big>
{{MoveDataCargo
| title = Ledge Attack
| subtitle =
| input = Ledge Attack
| images =
{{MoveDataCargoImage|DarkPitLedgeAttack_0|1|caption=}}
| hitboxes =
{{MoveDataCargoImage|DarkPitLedgeAttack_0|1|caption=|hitbox=yes}}
| info =
{{AttackDataCargo-SSBU/Query|Dark PitLedgeAttack_0}}
Below average ledge attack. It has some high-ish startup for an average range, which doesn't make it the best option there is. It also hits pretty low, which isn't exactly a good thing since most players will use aerials in ledgetrap. You're better off using NAir if you want to get back on the stage with a hitbox
}}

===Getup Attack===
<big>{{Prompt|A}} after getting knocked down</big>
{{MoveDataCargo
| title = Getup Attack
| subtitle =
| input = Getup Attack
| images =
{{MoveDataCargoImage|DarkPitGetupAttack_0|1|caption=Up}}
{{MoveDataCargoImage|DarkPitGetupAttack_1|1|caption=Down}}
| hitboxes =
{{MoveDataCargoImage|DarkPitGetupAttack_0|1|caption=|hitbox=yes}}
| info =
{{AttackDataCargo-SSBU/Query|Dark PitGetupAttack_0}}
It's your typical getup attack. Nothing too crazy. Hitting with both hits surprisingly does a lot of shield damage, however.
}}

===Trip Attack===
<big>{{Prompt|A}} after tripping</big>
{{MoveDataCargo
| title = Trip Attack
| subtitle =
| input = Trip Attack
| images =
{{MoveDataCargoImage|DarkPitTripAttack_0|1|caption=}}
| hitboxes =
{{MoveDataCargoImage|DarkPitTripAttack_0|1|caption=|hitbox=yes}}
| info =
{{AttackDataCargo-SSBU/Query|DarkPitTripAttack_0}}
Chances are you're never going to see this. Functionally, it's the same as a regular getup attack.
}}

==Navigation==
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{#lst:{{PAGENAME}}/Data|Links}}
{{Navbox-SSBU}}

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.

You can read up on the documentation on Pit's character page. The documentation of the differing specials for Dark Pit will be listed on this page.

Dark Pit


Specials

Silver Bow

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
5.514.0 fully charged 16~ 45 -23-20 fully charged none

Dark Pit's arrow is a long distance projectile that he can control with some accuracy after firing, allowing him to harass his opponents. Due to its damage and hitstun, it is mostly used as a tool for when Dark Pit is trying to pester at a distance and force an approach.

  • Dark Pit can also aim directly above him, which makes it a passable juggling tool.
  • Can only be fired in two angles: directly forward or directly upward.
  • Neutral-B has less endlag in the air.
    • Neutral-B has even less endlag when shooting upward.
  • Can be held for 60 frames before being forced to shoot.
    • This duration can be extended if you change the direction of your aiming (up/forward or turning around both works).


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
4 88 2 -2.2
  • Can be charged\Release can be delayed up to 76F\Total frames vary based on which version is used (Ground vs Air + Straight vs Up)\


Electroshock Arm

/ +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Ground Dash - 16~35 Reflect 361 - super armor 11~26
Ground Hit 12.0 2~4 40 -37 -
Aerial dash - 19~35 Reflect 361 - super armor 11~26
Aerial Hit 9.5 2~5 40 -46 -

Grounded

Widely considered to be Dark Pit's worst attack. It has slow startup, a lot of endlag, it is very unsafe on shield, and on hit, you only deal 10%. Avoid using this move as much as possible, unless you have a hard read going on. While it does have super armor and reflects projectiles, the armor only covers the first half of the dash, and it doesn't come out on frame 1. As for the reflecting part, most projectiles are deflected (doesn't go the same trajectory), no damage multiplier is applied, and it's a general hindrance

Dark Pit's side-B is a bit better than Pit's due to the more horizontal knockback. This allows him cheese out stocks at the ledge thanks to the super armor

  • Dark Pit steps back upon activation
    • If wavebounced, Dark Pit can cover a very large distance (around half of Final Destination), making it somewhat useful for tech chases

Aerial

Only use this when recovering horizontally. Offensively, it is virtually useless, since it has even more startup and endlag (armor frames are the exact same, however), while being somehow more unsafe on block than the grounded version. It also deals less damage and has less knockback. The only reason you should ever use this button is if you have misinputted another special

  • Dark Pit can change his momentum after hitting the opponent, on hit and on shield
  • Minus on hit at most percents
    • Unlike Pit, Dark Pit isn't punishable on hit because of the distance


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Ground Dash 0 0 - 2
Ground Hit 99 67 10 10
Aerial dash - - - 2
Aerial Hit 90 58 9 10 1.5x


Navigation

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