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{{Overview
{{Overview
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{{StockIcon|Dark Pit}} Compared to the rest of the cast, 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 punishing and start a combo.
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 punishing and start a combo.


Dark Pit’s combos have a tendency to carry opponents and send them offstage. Once in a significant advantage state, Dark Pit can use his arrows and multi-jumps alongside his lingering aerials to keep opponents offstage, keeping his advantage and gradually racking up percent on opponents.
Dark Pit’s combos have a tendency to carry opponents and send them offstage. Once in a significant advantage state, Dark Pit can use his arrows and multi-jumps alongside his lingering aerials to keep opponents offstage, keeping his advantage and gradually racking up percent on opponents.

Revision as of 21:44, 22 August 2022


Overview

Dark Pit
Weight:96
Spotdodge:The duration and intangibility of this character's on-spot dodges.25F (3~16F int.)
Air Dodge:The intangibility of this character's air dodges, both neutral and directional.3~29F int. (Neutral)
3~21F int. (Directional)
Unique Recovery Options:Recovery options that this character may have other than their Up Special.3 Air Jumps
Fastest OOS:USmash (6f)
Overview
Compared to the rest of the cast, [[File:Dark Pit_{{{2}}}_Stock.png|link=Dark Pit/{{{2}}}|x25px|alt=]] [[Dark Pit/{{{2}}}|{{{2}}}]] 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 punishing and start a combo.

Dark Pit’s combos have a tendency to carry opponents and send them offstage. Once in a significant advantage state, Dark Pit can use his arrows and multi-jumps alongside his lingering aerials to keep opponents offstage, keeping his advantage and gradually racking up percent on opponents.

If opponents begin exploiting Dark Pit's lackluster air stats and lack of dangerous hitboxes, it is important to utilize Dark Pit's 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 Down-B (which 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.

Dark Pit has very few difficult matchups and zero “unwinnable” ones. He can counter projectile zoning with his down-B, he can zone himself with his disjoints and projectile, and he has an amazing disadvantage state. However, he struggles with being hyper-aggressive and catching high-speed characters due to his lack of air speed. Furthermore, the weakness of his arsenal of multi-hits is that he is prone to getting whiff punished.

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, and players will be punished when they play Dark Pit with the intent to rush and shred through stocks.

Summary
Dark Pit [[File:Dark Pit_{{{2}}}_Stock.png|link=Dark Pit/{{{2}}}|x25px|alt=]] [[Dark Pit/{{{2}}}|{{{2}}}]] is a well-rounded and beginner-friendly character that excels at whiff punishing, pressing his advantage, maneuvering disadvantage, and getting opponents offstage.
Pros Cons
  • 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
  • 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
Dark Pit - Differences between Pit and Dark Pit - Pit
The only differences between the characters lies in their neutral-B and their side-B. Here are the biggest differences in a nutshell:

[[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

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Only use this against Kazuya and Bowser
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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

/ +

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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

+

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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

+

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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

while dashing or running

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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

/ +

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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

+

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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

+

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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 [[File:Ganondorf_{{{2}}}_Stock.png|link=Ganondorf/{{{2}}}|x25px|alt=]] [[Ganondorf/{{{2}}}|{{{2}}}]], [[File:Ridley_{{{2}}}_Stock.png|link=Ridley/{{{2}}}|x25px|alt=]] [[Ridley/{{{2}}}|{{{2}}}]], [[File:King K. Rool_{{{2}}}_Stock.png|link=King K. Rool/{{{2}}}|x25px|alt=]] [[King K. Rool/{{{2}}}|{{{2}}}]] and [[File:Sephiroth_{{{2}}}_Stock.png|link=Sephiroth/{{{2}}}|x25px|alt=]] [[Sephiroth/{{{2}}}|{{{2}}}]]

Aerials

Neutral Air

Airborne

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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

Airborne +

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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.

Back Air

Airborne +

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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 +

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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

Airborne +

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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

Silver Bow

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Hitboxes Off
Hitboxes On
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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

/ +

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Ground hit
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Air hit
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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

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Lua error: Error 1054: Unknown column 'moveId' in 'where clause'

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

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Lua error: Error 1054: Unknown column 'moveId' in 'where clause'

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

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Hitboxes Off
Hitboxes On
Error: No field named "input" found for any of the specified database tables.
Error: No field named "input" found for any of the specified database tables.
Error: No field named "input" found for any of the specified database tables.
Error: No field named "input" found for any of the specified database tables.

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 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

Power of Flight

+

Lua error: Error 1054: Unknown column 'moveId' in 'where clause'

Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'DarkPitPowerOfFlightG_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100

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Lua error: Error 1054: Unknown column 'moveId' in 'where clause'

Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'DarkPitPowerOfFlightG_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100

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Hitboxes Off
Hitboxes On
Error: No field named "input" found for any of the specified database tables.
Error: No field named "input" found for any of the specified database tables.
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.

Guardian Orbitars

+

Lua error: Error 1054: Unknown column 'moveId' in 'where clause'

Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'DarkPitGuardianOrbitars_2' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100

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STAY BACK
Lua error: Error 1054: Unknown column 'moveId' in 'where clause'

Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'DarkPitGuardianOrbitars_2' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100

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Hitboxes Off
Hitboxes On
Error: No field named "input" found for any of the specified database tables.

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

Grab

Lua error: Error 1054: Unknown column 'moveId' in 'where clause'

Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'DarkPitGrab_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100

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Standing grab
Lua error: Error 1054: Unknown column 'moveId' in 'where clause'

Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'DarkPitDashGrab_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100

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Dash grab
Lua error: Error 1054: Unknown column 'moveId' in 'where clause'

Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'DarkPitPivotGrab_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100

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Pivot grab
Lua error: Error 1054: Unknown column 'moveId' in 'where clause'

Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'DarkPitPummel_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100

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Pummel
Lua error: Error 1054: Unknown column 'moveId' in 'where clause'

Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'DarkPitGrab_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100

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Lua error: Error 1054: Unknown column 'moveId' in 'where clause'

Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'DarkPitDashGrab_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100

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Lua error: Error 1054: Unknown column 'moveId' in 'where clause'

Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'DarkPitPivotGrab_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100

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Lua error: Error 1054: Unknown column 'moveId' in 'where clause'

Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'DarkPitPummel_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100

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Hitboxes Off
Hitboxes On
Error: No field named "input" found for any of the specified database tables.
Error: No field named "input" found for any of the specified database tables.
Error: No field named "input" found for any of the specified database tables.
Error: No field named "input" found for any of the specified database tables.

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 ( 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

>

Lua error: Error 1054: Unknown column 'moveId' in 'where clause'

Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'DarkPitFThrow_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100

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Lua error: Error 1054: Unknown column 'moveId' in 'where clause'

Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'DarkPitFThrow_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100

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Hitboxes Off
Hitboxes On
Error: No field named "input" found for any of the specified database tables.
Error: No field named "input" found for any of the specified database tables.
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

>

Lua error: Error 1054: Unknown column 'moveId' in 'where clause'

Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'DarkPitBThrow_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100

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Lua error: Error 1054: Unknown column 'moveId' in 'where clause'

Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'DarkPitBThrow_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100

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Hitboxes Off
Hitboxes On
Error: No field named "input" found for any of the specified database tables.
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

>

Lua error: Error 1054: Unknown column 'moveId' in 'where clause'

Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'DarkPitUThrow_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100

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Lua error: Error 1054: Unknown column 'moveId' in 'where clause'

Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'DarkPitUThrow_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100

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Hitboxes Off
Hitboxes On
Error: No field named "input" found for any of the specified database tables.
Error: No field named "input" found for any of the specified database tables.
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

>

Lua error: Error 1054: Unknown column 'moveId' in 'where clause'

Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'DarkPitDThrow_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100

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Lua error: Error 1054: Unknown column 'moveId' in 'where clause'

Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'DarkPitDThrow_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100

.
Hitboxes Off
Hitboxes On
Error: No field named "input" found for any of the specified database tables.
Error: No field named "input" found for any of the specified database tables.
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

while holding the ledge

Lua error: Error 1054: Unknown column 'moveId' in 'where clause'

Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'DarkPitLedgeAttack_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100

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Lua error: Error 1054: Unknown column 'moveId' in 'where clause'

Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'DarkPitLedgeAttack_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100

.
Hitboxes Off
Hitboxes On
Error: No field named "input" found for any of the specified database tables.
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

after getting knocked down

Lua error: Error 1054: Unknown column 'moveId' in 'where clause'

Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'DarkPitGetupAttack_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100

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Up
Lua error: Error 1054: Unknown column 'moveId' in 'where clause'

Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'DarkPitGetupAttack_1' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100

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Down
Lua error: Error 1054: Unknown column 'moveId' in 'where clause'

Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'DarkPitGetupAttack_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100

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Hitboxes Off
Hitboxes On
Error: No field named "input" found for any of the specified database tables.
It's your typical getup attack. Nothing too crazy. Hitting with both hits surprisingly does a lot of shield damage, however.

Trip Attack

after tripping

Lua error: Error 1054: Unknown column 'moveId' in 'where clause'

Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'DarkPitTripAttack_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100

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Lua error: Error 1054: Unknown column 'moveId' in 'where clause'

Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'DarkPitTripAttack_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100

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Hitboxes Off
Hitboxes On
Error: No field named "input" found for any of the specified database tables.
Chances are you're never going to see this. Functionally, it's the same as a regular getup attack.

Navigation

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


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