m (copy --> paste) |
mNo edit summary |
||
Line 360: | Line 360: | ||
| input = Guardian Orbitars |
| input = Guardian Orbitars |
||
| images = |
| images = |
||
{{MoveDataCargoImage|DarkPitGuardianOrbitars_2|1|caption= |
{{MoveDataCargoImage|DarkPitGuardianOrbitars_2|1|caption=GO AWAY}} |
||
| hitboxes = |
| hitboxes = |
||
{{MoveDataCargoImage|DarkPitGuardianOrbitars_2|1|caption=|hitbox=yes}} |
{{MoveDataCargoImage|DarkPitGuardianOrbitars_2|1|caption=|hitbox=yes}} |
Revision as of 13:05, 23 August 2022
If opponents begin exploiting Pit's lackluster air stats and lack of dangerous hitboxes, it is important to utilize his amazing disadvantage tools so that he isn’t locked down in the same way he wants to lock down others. These tools come in the form of his D-Special (which reflects projectiles and gives him his unique and defining ability to shield in the air), his multi-jumps, and his long-reaching Up-B (among other useful specials). The correct combination of these tools makes it so that opponents don’t get mileage out of their advantage states.
It's no surprise that Dark Pit has very few difficult matchups and zero “unwinnable” ones due to how rounded his moveset is. However, he struggles with being hyper-aggressive and catching high-speed characters due to his low jump height and lack of air speed. Furthermore, while his arsenal of multi-hits and normals have good startup, their weakness is their ending lag. This means that Pit is prone to getting whiff punished is he initially misses his moves. Dark Pit requires you to play carefully and constantly be in control, which is possible through the versatility of his kit. He rewards patient play from someone with strong fundamentals, rather than rushing to shred through stocks.
![]() |
|
Pros | Cons |
|
|
[[File:Pit_{{{2}}}_Stock.png|link=Pit/{{{2}}}|x25px|alt=]] [[Pit/{{{2}}}|{{{2}}}]]
- His 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 side-B sends more vertically compared to Dark Pit's. This means that Pit kills with Side-B more consistently than Dark Pit, as positioning on the stage doesn't matter.
[[File:Dark Pit_{{{2}}}_Stock.png|link=Dark Pit/{{{2}}}|x25px|alt=]] [[Dark Pit/{{{2}}}|{{{2}}}]]
- His 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 side-B sends more horizontally than Pit's. This means that Dark Pit's Side-B will kill earlier at the ledge than Pit's.
In practice
- Side-B is not a great move for either Pit (see the Side-B card below to learn why that is) and really 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 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.
Normal Moves
Jab
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'DarkPitJab1_0' 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_0' 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_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Only use this against Kazuya and Bowser
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'DarkPitJabRapid_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'DarkPitJabRapidEnd_1' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'DarkPitJab1_0' 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_0' 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_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'DarkPitJabRapid_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'DarkPitJabRapidEnd_1' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.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 = 'DarkPitFTilt_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 = 'DarkPitFTilt_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.Up Tilt
+
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'DarkPitUTilt_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 = 'DarkPitUTilt_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.Down Tilt
+
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'DarkPitDTilt_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 = 'DarkPitDTilt_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.Dash Attack
while dashing or running
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'DarkPitDashAttack_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 = 'DarkPitDashAttack_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.Smash Attacks
Forward Smash
/
+
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'DarkPitFSmash_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 = 'DarkPitFSmash_0' 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.
- Can hit some characters (such as [[File:Mario_{{{2}}}_Stock.png|link=Mario/{{{2}}}|x25px|alt=]] [[Mario/{{{2}}}|{{{2}}}]], [[File:Pichu_{{{2}}}_Stock.png|link=Pichu/{{{2}}}|x25px|alt=]] [[Pichu/{{{2}}}|{{{2}}}]] or [[File:Olimar_{{{2}}}_Stock.png|link=Olimar/{{{2}}}|x25px|alt=]] [[Olimar/{{{2}}}|{{{2}}}]]) hanging on the ledge
Up Smash
+
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'DarkPitUSmash_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 = 'DarkPitUSmash_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.Down Smash
+
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'DarkPitDSmash_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 = 'DarkPitDSmash_0' 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
- 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
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'DarkPitNAir_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 = 'DarkPitNAir_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.Forward Air
Airborne +
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'DarkPitFAir_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 = 'DarkPitFAir_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.Back Air
Airborne +
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'DarkPitBAir_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 = 'DarkPitBAir_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.Up Air
Airborne +
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'DarkPitUAir_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 = 'DarkPitUAir_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.Down Air
Airborne +
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'DarkPitDAir_1' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'DarkPitDAir_1' 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
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 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.
- Can only be fired in two angles: directly forward or directly upward
- Has less endlag in the air
- Also has 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
.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
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
Power of Flight
+
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
.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
.Guardian Orbitars
+
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
.GO AWAY
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
.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
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
.Standing grab
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
.Dash grab
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
.Pivot grab
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
.Pummel
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
.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
.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
.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
.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
>
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
.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
.Back Throw
>
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
.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
.Up Throw
>
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
.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
.Down Throw
>
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
.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
.Floor Attacks
Ledge Attack
while holding the ledge
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
.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
.Getup Attack
after getting knocked down
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
.Up
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
.Down
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
.Trip Attack
after tripping
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
.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
.![]() |
To edit frame data, edit values in SSBU/Dark Pit/Data. |