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SSBU/Dark Pit: Difference between revisions

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* The move has a spike hitbox on frame 11.
* The move has a spike hitbox on frame 11.
** 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.
}}

==Specials==
==={{special|Silver Bow}}===
<big>{{Prompt|B}}</big>
{{MoveDataCargo
| title = Silver Bow
| subtitle =
| input = Silver Bow
| images =
{{MoveDataCargoImage|DarkPitSilverBowMinimum_0|1|caption=}}
| hitboxes =
{{MoveDataCargoImage|DarkPitSilverBowMinimum_0|1|caption=Put the hitbox in full screen in order to see anything|hitbox=yes}}
| info =
{{AttackDataCargo-SSBU/Query|DarkPitSilverBowMinimum_0}}
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.
* {{special|Neutral-B}} has less endlag in the air.
** {{special|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).
}}

==={{special|Electroshock Arm}}===
{{Prompt|Analog Left}} / {{Prompt|Analog Right}} + {{Prompt|B}}
{{MoveDataCargo
| title = Electroshock Arm
| subtitle =
| input = Electroshock Arm
| images =
{{MoveDataCargoImage|DarkPitElectroshockArmG_0|1|caption=}}
{{MoveDataCargoImage|DarkPitElectroshockArmHitG_0|1|caption=Ground hit}}
{{MoveDataCargoImage|DarkPitElectroshockArmHitA_0|1|caption=Air hit}}
| hitboxes =
{{MoveDataCargoImage|DarkPitElectroshockArmG_0|1|caption=|hitbox=yes}}
{{MoveDataCargoImage|DarkPitElectroshockArmHitG_0|1|caption=|hitbox=yes}}
{{MoveDataCargoImage|DarkPitElectroshockArmA_0|1|caption=|hitbox=yes}}
{{MoveDataCargoImage|DarkPitElectroshockArmHitA_0|1|caption=|hitbox=yes}}
| info =
{{AttackDataCargo-SSBU/Query|DarkPitElectroshockArmG_0}}{{AttackDataCargo-SSBU/Query|DarkPitElectroshockArmHitG_0}}{{AttackDataCargo-SSBU/Query|DarkPitElectroshockArmA_0}}{{AttackDataCargo-SSBU/Query|DarkPitElectroshockArmHitA_0}}
'''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 {{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

* 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
}}

==={{special|Power of Flight}}===
{{Prompt|Analog Up}} + {{Prompt|B}}
{{MoveDataCargo
| title = Power of Flight
| subtitle =
| input = Power of Flight
| images =
{{MoveDataCargoImage|DarkPitPowerOfFlightG_0|1|caption=}}
| hitboxes =
{{MoveDataCargoImage|DarkPitPowerOfFlightG_0|1|caption=|hitbox=yes}}
| info =
{{AttackDataCargo-SSBU/Query|DarkPitPowerOfFlightG_0}}{{AttackDataCargo-SSBU/Query|DarkPitPowerOfFlightA_0}}
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.
}}

==={{special|Guardian Orbitars}}===
{{Prompt|Analog Down}} + {{Prompt|B}}
{{MoveDataCargo
| title = Guardian Orbitars
| subtitle =
| input = Guardian Orbitars
| images =
{{MoveDataCargoImage|DarkPitGuardianOrbitars_2|1|caption=GO AWAY}}
| hitboxes =
{{MoveDataCargoImage|DarkPitGuardianOrbitars_2|1|caption=|hitbox=yes}}
| info =
{{AttackDataCargo-SSBU/Query|DarkPitGuardianOrbitars_2}}
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.
}}
}}


Line 498: Line 408:
{{AttackDataCargo-SSBU/Query|DarkPitDThrow_0}}{{AttackDataCargo-SSBU/Query|DarkPitDThrow_1}}
{{AttackDataCargo-SSBU/Query|DarkPitDThrow_0}}{{AttackDataCargo-SSBU/Query|DarkPitDThrow_1}}
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.
}}

==Specials==
==={{special|Silver Bow}}===
<big>{{Prompt|B}}</big>
{{MoveDataCargo
| title = Silver Bow
| subtitle =
| input = Silver Bow
| images =
{{MoveDataCargoImage|DarkPitSilverBowMinimum_0|1|caption=}}
| hitboxes =
{{MoveDataCargoImage|DarkPitSilverBowMinimum_0|1|caption=Put the hitbox in full screen in order to see anything|hitbox=yes}}
| info =
{{AttackDataCargo-SSBU/Query|DarkPitSilverBowMinimum_0}}
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.
* {{special|Neutral-B}} has less endlag in the air.
** {{special|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).
}}

==={{special|Electroshock Arm}}===
{{Prompt|Analog Left}} / {{Prompt|Analog Right}} + {{Prompt|B}}
{{MoveDataCargo
| title = Electroshock Arm
| subtitle =
| input = Electroshock Arm
| images =
{{MoveDataCargoImage|DarkPitElectroshockArmG_0|1|caption=}}
{{MoveDataCargoImage|DarkPitElectroshockArmHitG_0|1|caption=Ground hit}}
{{MoveDataCargoImage|DarkPitElectroshockArmHitA_0|1|caption=Air hit}}
| hitboxes =
{{MoveDataCargoImage|DarkPitElectroshockArmG_0|1|caption=|hitbox=yes}}
{{MoveDataCargoImage|DarkPitElectroshockArmHitG_0|1|caption=|hitbox=yes}}
{{MoveDataCargoImage|DarkPitElectroshockArmA_0|1|caption=|hitbox=yes}}
{{MoveDataCargoImage|DarkPitElectroshockArmHitA_0|1|caption=|hitbox=yes}}
| info =
{{AttackDataCargo-SSBU/Query|DarkPitElectroshockArmG_0}}{{AttackDataCargo-SSBU/Query|DarkPitElectroshockArmHitG_0}}{{AttackDataCargo-SSBU/Query|DarkPitElectroshockArmA_0}}{{AttackDataCargo-SSBU/Query|DarkPitElectroshockArmHitA_0}}
'''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 {{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

* 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
}}

==={{special|Power of Flight}}===
{{Prompt|Analog Up}} + {{Prompt|B}}
{{MoveDataCargo
| title = Power of Flight
| subtitle =
| input = Power of Flight
| images =
{{MoveDataCargoImage|DarkPitPowerOfFlightG_0|1|caption=}}
| hitboxes =
{{MoveDataCargoImage|DarkPitPowerOfFlightG_0|1|caption=|hitbox=yes}}
| info =
{{AttackDataCargo-SSBU/Query|DarkPitPowerOfFlightG_0}}{{AttackDataCargo-SSBU/Query|DarkPitPowerOfFlightA_0}}
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.
}}

==={{special|Guardian Orbitars}}===
{{Prompt|Analog Down}} + {{Prompt|B}}
{{MoveDataCargo
| title = Guardian Orbitars
| subtitle =
| input = Guardian Orbitars
| images =
{{MoveDataCargoImage|DarkPitGuardianOrbitars_2|1|caption=GO AWAY}}
| hitboxes =
{{MoveDataCargoImage|DarkPitGuardianOrbitars_2|1|caption=|hitbox=yes}}
| info =
{{AttackDataCargo-SSBU/Query|DarkPitGuardianOrbitars_2}}
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.
}}
}}



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...)
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 punish and start a one of Dark Pit's coast-to-coast combosA combo that starts at one border of the stage that ends in the other corner. Also known as "corner-to-corner" that excel at carrying opponents offstage. From there, Dark Pit can begin using his arrows and multi-jumps alongside his lingering aerials to keep opponents offstage, making the most of his advantage to slowly but surely rack up percent on opponents.

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.

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 and character type
  • Whiff Punish: Since almost all of his normal attacks are faster than frame 10, Dark Pit can easily whiff punish his opponent, especially when opponents try 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).
  • 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, which can become predictable.
  • 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 (and final smash). 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, 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

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.

Only use this against Kazuya and Bowser
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.
Hitboxes Off
Hitboxes On
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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 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

/ +

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.
Hitboxes Off
Hitboxes On
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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

+

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Hitboxes Off
Hitboxes On
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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

+

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Hitboxes Off
Hitboxes On
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Dark Pit’s best grounded neutral tool. It comes out fast at frame 6 and is quite safe, especially when spaced. When an opponent is hit by it, Dark 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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Hitboxes Off
Hitboxes On
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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

/ +

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Hitboxes On
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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

+

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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

+

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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

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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 +

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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 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 +

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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, 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 +

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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 +

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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, 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

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Standing grab
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Dash grab
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Pivot grab
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Pummel
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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

>

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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

>

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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

>

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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

>

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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.

Specials

Silver Bow

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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.

  • 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

/ +

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Ground hit
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Air hit
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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

+

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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.

Guardian Orbitars

+

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GO AWAY
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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.

  • 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

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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

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Up
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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

.
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

.
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

.
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.

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


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