mNo edit summary |
(Matching) |
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* The move has a spike hitbox on frame 11. |
* The move has a spike hitbox on frame 11. |
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** Said spike is weak enough to jablock opponents, giving Pit access to powerful tech punishes. |
** Said spike is weak enough to jablock opponents, giving Pit access to powerful tech punishes. |
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}} |
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==Specials== |
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==={{special|Silver Bow}}=== |
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<big>{{Prompt|B}}</big> |
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{{MoveDataCargo |
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| title = Silver Bow |
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| subtitle = |
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| input = Silver Bow |
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| images = |
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{{MoveDataCargoImage|DarkPitSilverBowMinimum_0|1|caption=}} |
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| hitboxes = |
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{{MoveDataCargoImage|DarkPitSilverBowMinimum_0|1|caption=Put the hitbox in full screen in order to see anything|hitbox=yes}} |
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| info = |
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{{AttackDataCargo-SSBU/Query|DarkPitSilverBowMinimum_0}} |
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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. |
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* Dark Pit can also aim directly above him, which makes it a passable juggling tool. |
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* Can only be fired in two angles: directly forward or directly upward. |
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* {{special|Neutral-B}} has less endlag in the air. |
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** {{special|Neutral-B}} has even less endlag when shooting upward. |
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* Can be held for 60 frames before being forced to shoot. |
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** This duration can be extended if you change the direction of your aiming (up/forward or turning around both works). |
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}} |
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==={{special|Electroshock Arm}}=== |
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{{Prompt|Analog Left}} / {{Prompt|Analog Right}} + {{Prompt|B}} |
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{{MoveDataCargo |
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| title = Electroshock Arm |
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| subtitle = |
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| input = Electroshock Arm |
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| images = |
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{{MoveDataCargoImage|DarkPitElectroshockArmG_0|1|caption=}} |
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{{MoveDataCargoImage|DarkPitElectroshockArmHitG_0|1|caption=Ground hit}} |
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{{MoveDataCargoImage|DarkPitElectroshockArmHitA_0|1|caption=Air hit}} |
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| hitboxes = |
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{{MoveDataCargoImage|DarkPitElectroshockArmG_0|1|caption=|hitbox=yes}} |
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{{MoveDataCargoImage|DarkPitElectroshockArmHitG_0|1|caption=|hitbox=yes}} |
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{{MoveDataCargoImage|DarkPitElectroshockArmA_0|1|caption=|hitbox=yes}} |
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{{MoveDataCargoImage|DarkPitElectroshockArmHitA_0|1|caption=|hitbox=yes}} |
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| info = |
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{{AttackDataCargo-SSBU/Query|DarkPitElectroshockArmG_0}}{{AttackDataCargo-SSBU/Query|DarkPitElectroshockArmHitG_0}}{{AttackDataCargo-SSBU/Query|DarkPitElectroshockArmA_0}}{{AttackDataCargo-SSBU/Query|DarkPitElectroshockArmHitA_0}} |
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'''Grounded''' |
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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 |
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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 |
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* Dark Pit steps back upon activation |
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** If wavebounced, Dark Pit can cover a very large distance (around half of Final Destination), making it somewhat useful for tech chases |
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---- |
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'''Aerial''' |
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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 |
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* Dark Pit can change his momentum after hitting the opponent, on hit and on shield |
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* Minus on hit at most percents |
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** Unlike Pit, Dark Pit isn't punishable on hit because of the distance |
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}} |
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==={{special|Power of Flight}}=== |
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{{Prompt|Analog Up}} + {{Prompt|B}} |
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{{MoveDataCargo |
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| title = Power of Flight |
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| subtitle = |
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| input = Power of Flight |
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| images = |
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{{MoveDataCargoImage|DarkPitPowerOfFlightG_0|1|caption=}} |
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| hitboxes = |
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{{MoveDataCargoImage|DarkPitPowerOfFlightG_0|1|caption=|hitbox=yes}} |
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| info = |
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{{AttackDataCargo-SSBU/Query|DarkPitPowerOfFlightG_0}}{{AttackDataCargo-SSBU/Query|DarkPitPowerOfFlightA_0}} |
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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. |
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}} |
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==={{special|Guardian Orbitars}}=== |
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{{Prompt|Analog Down}} + {{Prompt|B}} |
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{{MoveDataCargo |
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| title = Guardian Orbitars |
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| subtitle = |
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| input = Guardian Orbitars |
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| images = |
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{{MoveDataCargoImage|DarkPitGuardianOrbitars_2|1|caption=GO AWAY}} |
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| hitboxes = |
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{{MoveDataCargoImage|DarkPitGuardianOrbitars_2|1|caption=|hitbox=yes}} |
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| info = |
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{{AttackDataCargo-SSBU/Query|DarkPitGuardianOrbitars_2}} |
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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. |
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* Can tank up to 15 percents every time it's summoned (the HP resets if Dark Pit brings out again). |
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* When broken, it takes 10 seconds to regenerate. |
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** Dark Pit cannot B-reverse with broken orbitars. |
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}} |
}} |
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{{AttackDataCargo-SSBU/Query|DarkPitDThrow_0}}{{AttackDataCargo-SSBU/Query|DarkPitDThrow_1}} |
{{AttackDataCargo-SSBU/Query|DarkPitDThrow_0}}{{AttackDataCargo-SSBU/Query|DarkPitDThrow_1}} |
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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. |
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. |
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}} |
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==Specials== |
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==={{special|Silver Bow}}=== |
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<big>{{Prompt|B}}</big> |
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{{MoveDataCargo |
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| title = Silver Bow |
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| subtitle = |
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| input = Silver Bow |
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| images = |
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{{MoveDataCargoImage|DarkPitSilverBowMinimum_0|1|caption=}} |
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| hitboxes = |
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{{MoveDataCargoImage|DarkPitSilverBowMinimum_0|1|caption=Put the hitbox in full screen in order to see anything|hitbox=yes}} |
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| info = |
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{{AttackDataCargo-SSBU/Query|DarkPitSilverBowMinimum_0}} |
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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. |
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* Dark Pit can also aim directly above him, which makes it a passable juggling tool. |
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* Can only be fired in two angles: directly forward or directly upward. |
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* {{special|Neutral-B}} has less endlag in the air. |
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** {{special|Neutral-B}} has even less endlag when shooting upward. |
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* Can be held for 60 frames before being forced to shoot. |
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** This duration can be extended if you change the direction of your aiming (up/forward or turning around both works). |
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}} |
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==={{special|Electroshock Arm}}=== |
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{{Prompt|Analog Left}} / {{Prompt|Analog Right}} + {{Prompt|B}} |
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{{MoveDataCargo |
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| title = Electroshock Arm |
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| subtitle = |
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| input = Electroshock Arm |
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| images = |
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{{MoveDataCargoImage|DarkPitElectroshockArmG_0|1|caption=}} |
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{{MoveDataCargoImage|DarkPitElectroshockArmHitG_0|1|caption=Ground hit}} |
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{{MoveDataCargoImage|DarkPitElectroshockArmHitA_0|1|caption=Air hit}} |
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| hitboxes = |
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{{MoveDataCargoImage|DarkPitElectroshockArmG_0|1|caption=|hitbox=yes}} |
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{{MoveDataCargoImage|DarkPitElectroshockArmHitG_0|1|caption=|hitbox=yes}} |
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{{MoveDataCargoImage|DarkPitElectroshockArmA_0|1|caption=|hitbox=yes}} |
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{{MoveDataCargoImage|DarkPitElectroshockArmHitA_0|1|caption=|hitbox=yes}} |
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| info = |
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{{AttackDataCargo-SSBU/Query|DarkPitElectroshockArmG_0}}{{AttackDataCargo-SSBU/Query|DarkPitElectroshockArmHitG_0}}{{AttackDataCargo-SSBU/Query|DarkPitElectroshockArmA_0}}{{AttackDataCargo-SSBU/Query|DarkPitElectroshockArmHitA_0}} |
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'''Grounded''' |
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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 |
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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 |
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* Dark Pit steps back upon activation |
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** If wavebounced, Dark Pit can cover a very large distance (around half of Final Destination), making it somewhat useful for tech chases |
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---- |
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'''Aerial''' |
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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 |
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* Dark Pit can change his momentum after hitting the opponent, on hit and on shield |
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* Minus on hit at most percents |
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** Unlike Pit, Dark Pit isn't punishable on hit because of the distance |
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}} |
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==={{special|Power of Flight}}=== |
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{{Prompt|Analog Up}} + {{Prompt|B}} |
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{{MoveDataCargo |
|||
| title = Power of Flight |
|||
| subtitle = |
|||
| input = Power of Flight |
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| images = |
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{{MoveDataCargoImage|DarkPitPowerOfFlightG_0|1|caption=}} |
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| hitboxes = |
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{{MoveDataCargoImage|DarkPitPowerOfFlightG_0|1|caption=|hitbox=yes}} |
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| info = |
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{{AttackDataCargo-SSBU/Query|DarkPitPowerOfFlightG_0}}{{AttackDataCargo-SSBU/Query|DarkPitPowerOfFlightA_0}} |
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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. |
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}} |
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==={{special|Guardian Orbitars}}=== |
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{{Prompt|Analog Down}} + {{Prompt|B}} |
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{{MoveDataCargo |
|||
| title = Guardian Orbitars |
|||
| subtitle = |
|||
| input = Guardian Orbitars |
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| images = |
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{{MoveDataCargoImage|DarkPitGuardianOrbitars_2|1|caption=GO AWAY}} |
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| hitboxes = |
|||
{{MoveDataCargoImage|DarkPitGuardianOrbitars_2|1|caption=|hitbox=yes}} |
|||
| info = |
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{{AttackDataCargo-SSBU/Query|DarkPitGuardianOrbitars_2}} |
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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. |
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* Can tank up to 15 percents every time it's summoned (the HP resets if Dark Pit brings out again). |
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* When broken, it takes 10 seconds to regenerate. |
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** Dark Pit cannot B-reverse with broken orbitars. |
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}} |
}} |
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Revision as of 21:11, 9 September 2022
This character is an Echo Fighter. Some information may have been copied from their counterpart's page, which can be found here. Feel free to edit the page if you notice any overlap between the two characters (wrong name, wrong data...) |
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 down-B (which reflects projectiles and lets him 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'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.
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 |
|
|
[[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 `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'DarkPitJab1_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 = 'DarkPitJab2_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 = 'DarkPitJab3_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 = 'DarkPitJabRapid_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 = 'DarkPitJabRapidEnd_1' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__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 preferred 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
.Considered one of Dark Pit’s worst A-moves since it is outclassed by Dtilt (which is faster, safer, and leads into combos at the cost of a little range). However, 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.
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
.A solid anti-air. 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, Utilt can combo into Nair and start Dark Pit’s drag-down combos.
- At higher percents, Utilt will combo into IDJ (instant double jump) Uair, 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 = '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
.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.
- Dash Attack will also kill at higher percents.
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 Fsmash in the game. In terms of use, it's a regular 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 [[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.
- There are some drawbacks to the two-hit property of the 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
+
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
.Dark Pit’s fastest option OOSOut 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 OOSOut of Shield option it's not his go-to one.
- Usmash can be much more reliable after being comboed from a grounded down-air, making Dair into Usmash one of Dark Pit's stable kill confirms.
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 Dsmash. Dark Pit has the only down-smash that is frame 5 or faster that covers both sides and kills reliably. Additionally, 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 [[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
.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 Nair can probably do it. This makes it his go-to OOSOut of Shield option and is only 1 frame slower than his 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 Nairs in the entire game.
- When autocancelled, it becomes extremely safe on shield on shield (-6), and can autocancel from a rising short hop.
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
.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 Dsmash or 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 Dash Grab or Dash Attack.
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
.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, Pit can combo Dthrow 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 sweetspot.
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
.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 Uair can reliably combo into Usmash for a kill.
- The outside hitboxes of Uair have good combo potential, though the spacing is difficult.
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, Fair, and Bair followups. Furthermore, Dair begins being positive on hit as soon as 50% when hitting grounded opponents, allowing for grounded combos. 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.
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 > )
Has better reach than standing grab. Due to the additional endlag Dash Grab is more comital 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 Pit's size. This is the grab you want to use to most.
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
.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 Fthrow into Dash Attack at 0%, but it is always better to just go for a Dthrow combo.
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
.Mostly used to get the opponent offstage when Dark Pit is facing away from the ledge.
- It can 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 = '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
.A niche throw. It can kill on platforms or at very high percents when Dark Pit is not in the position to kill with Fthrow. It is Pit’s most damaging throw and you can use it to put opponents in a juggling position if Fthrow and Bthrow won’t send the opponent off-stage. This is sometimes a good idea since Dark Pit can juggle quite well.
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
.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
.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 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.
Misc. 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
.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
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. |