Toggle menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

SSBU/Dark Pit: Difference between revisions

From Dragdown
Content added Content deleted
(Adjusted to fit the specials before grabs and throws format)
mNo edit summary
 
(19 intermediate revisions by 2 users not shown)
Line 1: Line 1:
<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=
}}


{{FlexContainer}}
{{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...)}}
{{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.
======<span style="visibility:hidden;font-size:0">Overview</span>======
{{Overview
|overview=
Compared to the rest of the cast, {{StockIcon|Dark Pit}} 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 one of Dark Pit's {{tt|coast-to-coast combos|A combo that starts at one border of the stage that ends in the other corner. Also known as "corner-to-corner"}} that excel at carrying opponents offstage. From there, Dark Pit can begin using his {{special|arrows}} and multi-jumps alongside his lingering {{aerial|aerials}} to keep opponents offstage, making the most of his advantage to slowly but surely rack up percent on opponents.

If opponents begin exploiting Dark 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|down-B}} (which reflects projectiles and lets him shield in the air), his multi-jumps, and his long-reaching {{special|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.

Dark Pit's moveset is very well rounded, so it's no surprise that Dark Pit has very few difficult matchups and zero “unwinnable” ones. 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 commitment and ending lag. This means that Dark Pit is prone to getting whiff punished is he initially misses his moves and spaces even somewhat poorly. 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= 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 and character type
*'''Whiff Punish:''' Since almost all of his normal attacks are faster than frame 10, Dark Pit can easily whiff punish his opponent, especially when opponents try to land.
*'''Air Blocking:''' Dark Pit's {{special|down-B}}, {{special|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 {{special|Orbitars}}, 3 aerial jumps, long-reaching {{special|up-B}}, armored {{special|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).
*'''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, which can become predictable.
*'''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 {{special|neutral-B}} and their {{special|side-B}}''' (and final smash). Here are the biggest differences in a nutshell:

<big>{{StockIcon|Pit}}</big>
* His {{special|neutral-B}} deals less damage, stun, and knockback compared to dark pits, but can be greatly angled in the air (at a rate of 4 degrees a frame).
* His {{special|side-B}} sends more vertically compared to Dark Pit's. This means that Pit kills with {{special|side-B}} more consistently than Dark Pit, as positioning on the stage doesn't matter.

<big>{{StockIcon|Dark Pit}}</big>
* His {{special|neutral-B}} is harder to control than Pit' s (at a rate of 0.6 degrees a frame), but deals more damage, knockback, stun, and is slightly faster.
* His {{special|side-B}} sends more horizontally than Pit's. This means that Dark Pit's {{special|side-B}} will kill earlier at the ledge than Pit's.
<big>In practice</big>
* Side-B is not a great move for either Pit (see the {{special|side-B}} card below to learn why that is) and really '''only the {{special|neutral-B}} difference matters''' in regards to which Pit you want to play.
* '''Both characters are on the same level in terms of viability''' and there isn't really a "better" Pit, so just pick your favorite. However, '''it is recommended to learn both characters''' as one can have an easier time in certain matchups than the other.

|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}}
=== {{tilt|Jab}} ===
<big>{{Prompt|A}}</big>
{{MoveDataCargo
| title = Jab
| subtitle =
| input = Jab
| 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=|hitbox=yes}}
{{MoveDataCargoImage|DarkPitJab2_0|1|caption=|hitbox=yes}}
{{MoveDataCargoImage|DarkPitJab3_0|1|caption=|hitbox=yes}}
{{MoveDataCargoImage|DarkPitJabRapid_0|1|caption=|hitbox=yes}}
{{MoveDataCargoImage|DarkPitJabRapidEnd_1|1|caption=|hitbox=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 preferred way of ending a jab. His rapid jab can kill at very high percents, but this is very niche, as his {{tilt|Dash Attack}} is a better kill move at those percents.
* Can only be cancelled into from {{tilt|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-->
=== {{tilt|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 {{tilt|Dtilt}} (which is faster, safer, and leads into combos at the cost of a little range). However, {{tilt|Ftilt}} 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.

<!-- 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>
}}

=== {{tilt|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. {{tilt|Utilt}} 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, {{tilt|Utilt}} can combo into {{aerial|Nair}} and start Dark Pit’s drag-down combos.
* At higher percents, {{tilt|Utilt}} will combo into IDJ (instant double jump) {{aerial|Uair}}, a combo that will kill at around 120%.
}}

==={{tilt|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 at frame 6 and is quite safe, especially when spaced. When an opponent is hit by it, Dark Pit is rewarded with true combos all the way until kill percents. It is simple and effective.
}}

==={{tilt|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 on shield 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.
* {{tilt|Dash Attack}} will also kill at higher percents.
}}

==Smash Attacks==
==={{smash|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 {{smash|Fsmash}} in the game. In terms of use, it's a regular {{smash|Fsmash}}: a highly comital kill move with very good kill power. However, since Pit's has 2 hits, he can sometimes catch spotdodges with it.
* Can hit some characters (such as {{StockIcon|Mario}}, {{StockIcon|Pichu}} or {{StockIcon|Olimar}}) hanging on the ledge.
* There are some drawbacks to the two-hit property of the {{smash|Fsmash}}.
** If an opponent shields the first hit, they can actually parry the second hit and punish Dark Pit hard.
** If an opponent is caught by the first hit while airborne, the second hit can whiff.
}}

===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 {{tt|OOS|Out of Shield}}, 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 {{tt|OOS|Out of Shield}} option it's not his go-to one.
* {{smash|Usmash}} can be much more reliable after being comboed from a grounded down-air, making {{aerial|Dair}} into {{smash|Usmash}} one of Dark Pit's stable kill confirms.
}}

==={{smash|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 {{smash|Dsmash}}. Dark Pit has the only down-smash that is frame 5 or faster that covers both sides and kills reliably. Additionally, {{smash|Dsmash}} 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==
==={{aerial|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, a way to "safely" get out of the ledge... You name it, Dark Pit's {{aerial|Nair}} can probably do it. This makes it his go-to {{tt|OOS|Out of Shield}} option and is only 1 frame slower than his {{smash|Usmash}}. The only thing lacking is its range, but it is still without a doubt Dark Pit's best move and one of the best {{aerial|Nairs}} in the entire game.
* When autocancelled, it becomes extremely safe on shield on shield (-6), and can autocancel from a rising short hop.
}}

==={{aerial|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}}
{{aerial|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 {{aerial|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 {{smash|Dsmash}} or {{tilt|Dtilt}} 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 {{grab|Dash Grab}} or {{tilt|Dash Attack}}.
}}

==={{aerial|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. {{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, {{aerial|Bair}} can combo into {{grab|Grab}} or {{tilt|Dash Attack}}.
* At high percents, Pit can combo {{grab|Dthrow}} into {{aerial|Bair}} or sourspot {{aerial|Dair}} into {{aerial|Bair}}, these combos can seal out stocks reliably and sometimes early if done at the ledge.
* Sourspot {{aerial|Bair}} also has some niche combo potential, but is otherwise useless. You almost always just want the sweetspot.
}}

=== {{aerial|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 and racking up damage while still functioning as a solid kill move (for Dark Pit's standards).
* When juggling opponents, it is possible to frame trap their air dodge thanks to Uair's low endlag.
* The top hitbox of {{aerial|Uair}} can reliably combo into {{smash|Usmash}} for a kill.
* The outside hitboxes of {{aerial|Uair}} have good combo potential, though the spacing is difficult.
}}

==={{aerial|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, {{aerial|Dair}} is actually very good. It is a key combo tool in the air as the sour spot can set up opponents for {{aerial|Nair}}, {{aerial|Uair}}, {{aerial|Dair}}, {{aerial|Fair}}, and {{aerial|Bair}} followups. Furthermore, {{aerial|Dair}} begins being positive on hit as soon as 50% when hitting grounded opponents, allowing for grounded combos. {{aerial|Dair}} also functions as a passable classic spike (although it is one of the weakest spikes in the game).
* This is also Dark Pit's largest collateral aerial, making great at covering space. This combined with his multi-jumps, allows Dark Pit to “Dair camp” some characters.
* The move has a spike hitbox on frame 11.
** Said spike is weak enough to jablock opponents, giving Pit access to powerful tech punishes.
}}




{{#vardefine:cargoTable|SSBU_MoveData}}
==Specials==
==Specials==
==={{special|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 =
| 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 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'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.
* 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.
* Can only be fired in two angles: directly forward or directly upward.
* {{special|Neutral-B}} has less endlag in the air.
* {{clr|special|Neutral-B}} has less endlag in the air.
** {{special|Neutral-B}} has even less endlag when shooting upward.
** {{clr|special|Neutral-B}} has even less endlag when shooting upward.
* Can be held for 60 frames before being forced to shoot.
* 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).
** This duration can be extended if you change the direction of your aiming (up/forward or turning around both works).
}}
}}


==={{special|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 {{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'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
Line 361: Line 62:
}}
}}


==Navigation==
==={{special|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:
==={{special|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=GO AWAY}}
| 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 every time it's summoned (the HP resets if Dark Pit brings out again).
* When broken, it takes 10 seconds to regenerate.
** Dark Pit cannot B-reverse with broken orbitars.
}}
}}


[[Category:Super Smash Bros. Ultimate]]
==Grabs & Throws==
==={{grab|Grab}}===
<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}})

Has better reach than standing grab. Due to the additional endlag {{grab|Dash Grab}} is more comital 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 Pit's size. This is the grab you want to use to most.
----
'''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%.
}}

==={{grab|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.
* You can combo {{grab|Fthrow}} into {{tilt|Dash Attack}} at 0%, but it is always better to just go for a {{grab|Dthrow}} combo.
}}

==={{grab|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 combo into {{tilt|Dash Attack}} at very low percents.
}}

==={{grab|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 {{grab|Fthrow}}. It is Pit’s most damaging throw and you can use it to put opponents in a juggling position if {{grab|Fthrow}} and {{grab|Bthrow}} won’t send the opponent off-stage. This is sometimes a good idea since Dark Pit can juggle quite well.

<!-- 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>
}}

==={{grab|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}}
Dark Pit's combo throw. Dark Pit can combo into a many things at just about any percent, this includes strong kill confirms. It's also part of a 50/50 DI trap at the ledge at higher percents.
}}
==Misc. 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|DarkPitLedgeAttack_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 {{aerial|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|DarkPitGetupAttack_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}}
{{#lst:Navigation}}

[[Category:Super Smash Bros Ultimate]]
[[Category:Playable Character]]
[[Category:Playable Character]]
[[Category:Pit]]
[[Category:Dark Pit]]

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

To edit frame data, edit values in SSBU/Dark Pit/Data.
Character Select

System Explanations

Essentials
ControlsFAQ
The Basics
MovementOffenseDefense
Detailed & Advanced Information
Damage/KnockbackFrame Data ExplanationsStates of PlayUniversal StrategyEsoterica
Archived Information
Patch NotesTier ListsAlternate ResourcesDiscords

Mechanics Glossary

Placeholder

Cookies help us deliver our services. By using our services, you agree to our use of cookies.