More actions
Updated color templates |
m Added captions to side-B's card, since I did the same on Pit's page |
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| input = Electroshock Arm
| images =
{{MoveDataCargoImage|DarkPitElectroshockArmG_0|1|caption=<small>Dash</small><br>Worst reflector in the entire game}}
{{MoveDataCargoImage|DarkPitElectroshockArmHitG_0|1|caption=<small>Ground hit</small><br>Dark Pit's only way to kill at 60}}
{{MoveDataCargoImage|DarkPitElectroshockArmHitA_0|1|caption=<small>Air hit</small><br>}}
| hitboxes =
{{MoveDataCargoImage|DarkPitElectroshockArmG_0|1|caption=|hitbox=yes}}
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Revision as of 10:06, 29 September 2022
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.
Specials
Silver Bow
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 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).
Electroshock Arm
/
+
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'DarkPitElectroshockArmG_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Dash
Worst reflector in the entire game
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'DarkPitElectroshockArmHitG_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Ground hit
Dark Pit's only way to kill at 60
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'DarkPitElectroshockArmHitA_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Air hit
Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'DarkPitElectroshockArmG_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'DarkPitElectroshockArmHitG_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'DarkPitElectroshockArmA_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'DarkPitElectroshockArmHitA_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.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
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To edit frame data, edit values in SSBU/Dark Pit/Data. |