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{{AttackDataCargo-SSBU/Query|DarkPitForwardAir}} |
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* 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. |
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Revision as of 20:31, 22 August 2022
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Pros | Cons |
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[[File:Pit_{{{2}}}_Stock.png|link=Pit/{{{2}}}|x25px|alt=]] [[Pit/{{{2}}}|{{{2}}}]]
- 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
[[File:Dark Pit_{{{2}}}_Stock.png|link=Dark Pit/{{{2}}}|x25px|alt=]] [[Dark Pit/{{{2}}}|{{{2}}}]]
- His neutral-B is harder to control, but deals more damage, stun, and is slightly faster
- His side-B sends more horizontally
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
Normal Moves
Jab
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'DarkPitJab1' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'DarkPitJab2' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'DarkPitJab3' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = '-' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.- Jab 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 or
x3)
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
Rapid jab (mash )
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 [[File:Bowser_{{{2}}}_Stock.png|link=Bowser/{{{2}}}|x25px|alt=]] [[Bowser/{{{2}}}|{{{2}}}]] and [[File:Kazuya_{{{2}}}_Stock.png|link=Kazuya/{{{2}}}|x25px|alt=]] [[Kazuya/{{{2}}}|{{{2}}}]] because of Tough GuyA passive, very weak hyper armor that makes rapid jabs worthless
Forward Tilt
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'DarkPitSideTilt' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'DarkPitSideTilt' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.- 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
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'DarkPitUpTilt' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'DarkPitUpTilt' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.- 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
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'DarkPitDownTilt' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'DarkPitDownTilt' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.- 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
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'DarkPitDashAttack' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'DarkPitDashAttack' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.- 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
Side Smash
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'DarkPitSideSmash' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'DarkPitSideSmash' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.- 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
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'DarkPitUpSmash' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'DarkPitUpSmash' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.- 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
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'DarkPitDownSmash' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'DarkPitDownSmash' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.- 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
Aerials
Neutral Aerial
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'DarkPitNeutralAir' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'DarkPitNeutralAir' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.- 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 Aerial
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'DarkPitForwardAir' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'DarkPitForwardAir' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.- 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 Aerial
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = '-' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = '-' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.- 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
Airborne +
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = '-' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = '-' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.Down Aerial
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = '-' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = '-' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.- 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
Specials
Neutral Special
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = '-' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = '-' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.- 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.
Side Special
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = '-' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = '-' 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
- 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
Up Special
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = '-' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = '-' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.- 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.
Down Special
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = '-' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = '-' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.- 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
Grabs & Throws
Standing Grab
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = '-' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = '-' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.- 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
- Pit is tied for the fastest standing grab in the game
Dash Grab ( or
>
)
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 ( >
+
)
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 ( >
)
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
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = '-' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = '-' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.- 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
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = '-' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = '-' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.- 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
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = '-' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = '-' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.- 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
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = '-' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = '-' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.- 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
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = '-' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = '-' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.- 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
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = '-' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = '-' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.- It's your typical getup attack. Nothing too crazy. Hitting with both hits surprisingly does a lot of shield damage, however.
Trip Attack
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = '-' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = '-' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.- Chances are you're never going to see this. Functionally, it's the same as a regular getup attack.
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To edit frame data, edit values in SSBU/Dark Pit/Data. |