Editing Dark Pit (SSB4)

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|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier = D
|tier = D
|ranking = 32
|ranking = 32/33
}}
}}
'''Dark Pit''' ({{ja|ブラックピット|Burakku Pitto}}, ''Black Pit'') is a playable character in ''[[Super Smash Bros. 4]]''. After initially being teased before release via {{SSB4|Palutena}}'s [[List of Super Smash Bros. 4 character trailers#Palutena|reveal trailer]], Dark Pit was officially revealed by the official ''Super Smash Bros.'' website on October 9th, 2014, alongside {{SSB4|Dr. Mario}}. He is a moveset {{h1|clone|Clones in Super Smash Bros. 4}} of {{SSB4|Pit}} and, like Dr. Mario and {{SSB4|Lucina}}, Dark Pit was originally intended to be an alternate costume before being split off into his own character. In regard to Dark Pit, the reason for this was due to the oddity of him wielding the [[Three Sacred Treasures]] and the [[Electroshock Arm]] being already modeled.<ref>http://www.gameinformer.com/b/features/archive/2015/02/18/masahiro-sakurai-s-super-smash-bros-diaries.aspx?PostPageIndex=4</ref>.
'''Dark Pit''' ({{ja|ブラックピット|Burakku Pitto}}, ''Black Pit'') is a playable character in ''[[Super Smash Bros. 4]]''. After initially being teased before release via {{SSB4|Palutena}}'s reveal trailer, Dark Pit was officially revealed by the official ''Super Smash Bros.'' website on October 9th, 2014, alongside {{SSB4|Dr. Mario}}. He is a moveset {{h1|clone|Clones in Super Smash Bros. 4}} of {{SSB4|Pit}} and, like Dr. Mario and {{SSB4|Lucina}}, Dark Pit was originally intended to be an alternate costume before being split off into his own character. In regard to Dark Pit, the reason for this was due to the oddity of him wielding the [[Three Sacred Treasures]] and the [[Electroshock Arm]] being already modeled.<ref>http://www.gameinformer.com/b/features/archive/2015/02/18/masahiro-sakurai-s-super-smash-bros-diaries.aspx?PostPageIndex=4</ref>.


Just as in ''[[icaruspedia:Kid Icarus: Uprising|Kid Icarus: Uprising]]'', Dark Pit shares the same voice actors with Pit, with Antony Del Rio voicing him in English and Minami Takayama in Japanese, albeit with completely different voice clips as well as the former still remaining uncredited with his role.
Just as in ''[[icaruspedia:Kid Icarus: Uprising|Kid Icarus: Uprising]]'', Dark Pit shares the same voice actors with Pit, with Antony Del Rio voicing him in English and Minami Takayama in Japanese, albeit with completely different voice clips as well as the former still remaining uncredited with his role.


Dark Pit, alongside his base fighter Pit, is ranked 32nd out of 54 on the [[tier list]], placing him in the D tier. The number of differences between the Pits is miniscule, yet somewhat noticeable: Dark Pit's forward tilt is weaker than Pit's, while his [[Silver Bow]] is significantly less maneuverable than [[Palutena Bow]]. Conversely, Silver Bow is stronger than Palutena Bow, while Dark Pit's [[Electroshock Arm]] is a more reliable KOing option compared to Pit's [[Upperdash Arm]]. However, these differences aren't enough to makes the Pits play much differently, resulting in them being ranked the same on later tier lists.
Dark Pit is ranked 32nd/33rd out of 55th on the [[tier list]], placing him in the D tier and tying him with Pit. The number of differences between the Pits is miniscule, yet somewhat noticeable: Dark Pit's forward tilt is weaker than Pit's, while his [[Silver Bow]] is significantly less maneuverable than [[Palutena Bow]]. Conversely, Silver Bow is stronger than Palutena Bow, while Dark Pit's [[Electroshock Arm]] is a more reliable KOing option compared to Pit's [[Upperdash Arm]].


Outside of these differences, Dark Pit and Pit share the same primary strengths and weaknesses. Their damage racking and [[edgeguarding]] potentials are strong; they boast very good [[neutral game]]s; their respective {{s|icaruspedia|bows}} grant them disjointed ranges; and their recoveries are long-distanced. However, both Pits have unimpressive KO potentials, which forces them to be largely reliant on their forward smashes, forward throws, sweetspotted back aerials, Upperdash/Electroshock Arms and aggressive edge-guarding in order to score KOs.
Outside of these differences, Dark Pit and Pit share the same primary strengths and weaknesses. Their damage racking and [[edgeguarding]] potentials are strong; they boast very good [[neutral game]]s; their respective {{s|icaruspedia|bows}} grant them disjointed ranges; and their recoveries are long-distanced. However, both Pits have unimpressive KO potentials, which forces them to be largely reliant on their forward smashes, forward throws, sweetspotted back aerials, Upperdash/Electroshock Arms and aggressive edge-guarding in order to score KOs.
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*{{nerf|Neutral infinite's finisher has a smaller hitbox (6u → 5u) which does not extend as far inside of Dark Pit (z offset: 8.5 → 9).}}
*{{nerf|Neutral infinite's finisher has a smaller hitbox (6u → 5u) which does not extend as far inside of Dark Pit (z offset: 8.5 → 9).}}
*{{nerf|Forward tilt has less base knockback (40 → 15), significantly hindering its KO potential.}}
*{{nerf|Forward tilt has less base knockback (40 → 15), significantly hindering its KO potential.}}
**{{buff|However, this also allows the move to [[lock]] opponents at lower percents.}}
**{{buff|However, this also allows the move to [[lock]] option at lower percents.}}


===Special attacks===
===Special attacks===
*{{buff|Silver Bow deals more damage than Palutena Bow (3.3% (uncharged)/8.6 (fully charged) → Silver Bow (4.3% (Uncharged)/10.9% (fully charged) also has more knockback scaling (80 → 88) and travels slightly faster than uncharged Palutena Bow.}}
*{{buff|Silver Bow deals more damage than Palutena Bow (3.3% (uncharged)/8.6 (fully charged) → 4.3%/10.9%). Uncharged Silver Bow also has more knockback scaling (80 → 88) and travels slightly faster than uncharged Palutena Bow.}}
*{{nerf|Silver Bow has a shorter duration (frames 20-63 → 20-58 (uncharged grounded), frames 22-65 → 22-60 (uncharged aerial), frames 79-122 → 79-117 (fully charged)) and is significantly less maneuverable than Palutena Bow, making it significantly less effective for zoning and edge-guarding.}}
*{{nerf|Silver Bow has a shorter duration (frames 20-63 → 20-58 (uncharged grounded), frames 22-65 → 22-60 (uncharged aerial), frames 79-122 → 79-117 (fully charged)) and is significantly less maneuverable than Palutena Bow, making it significantly less effective for zoning and edge-guarding.}}
*{{change|Silver Bow's arrow is lower pitched.}}
*{{change|Silver Bow's arrow is lower pitched.}}
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*{{bugfix|Fixed a glitch where Dark Pit could clip through sloped terrain while using his edge attack as someone else grabs the edge.}}
*{{bugfix|Fixed a glitch where Dark Pit could clip through sloped terrain while using his edge attack as someone else grabs the edge.}}
'''{{GameIcon|ssb4}} [[1.1.0]]'''
'''{{GameIcon|ssb4}} [[1.1.0]]'''
{{UpdateList/1.1.0|char=Dark Pit}}
*{{buff|All variations of [[Silver Bow]] have had their ending lag decreased by 3 frames.}}
*{{buff|Uncharged [[Silver Bow]] deals 0.5% more damage|3.8%|4.3% and travels slightly faster.}}
'''{{GameIcon|ssb4}} [[1.1.3]]'''
'''{{GameIcon|ssb4}} [[1.1.3]]'''
{{UpdateList/1.1.3|char=Dark Pit}}
{{UpdateList/1.1.3|char=Dark Pit}}
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|neutralcount=3
|neutralcount=3
|neutralinf=y
|neutralinf=y
|neutralname=Forehand Slice ({{ja|フォアハンドスライス|Foahando Suraisu}}) / Backhand Slice ({{ja|バックハンドスライス|Bakkuhando Suraisu}}) / Upper Swing ({{ja|アッパースイング|Appā Suingu}}) / Spinning Cutter ({{ja|スピニングカッター|Supiningu Kattā}}) / Upper Cutter ({{ja|アッパーカッター|Appā Kattā}})
|neutralname=&nbsp;
|neutral1dmg=2%
|neutral1dmg=2%
|neutral2dmg=2%
|neutral2dmg=2%
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|neutralinfdmg=0.8% (loop), 2% (last)
|neutralinfdmg=0.8% (loop), 2% (last)
|neutraldesc=A triple slash ending in an uppercut. If the attack button is mashed, Dark Pit will spin his bow instead, hitting multiple times and ending in an upwards swipe. The jab infinite finisher has a smaller hitbox compared to Pit's, which can cause it to miss when Pit's would otherwise hit. Its first and second hits can also be [[jab cancel]]ed reliably, with their most notable follow-ups being down tilt, down smash, dash grab, and neutral aerial.
|neutraldesc=A triple slash ending in an uppercut. If the attack button is mashed, Dark Pit will spin his bow instead, hitting multiple times and ending in an upwards swipe. The jab infinite finisher has a smaller hitbox compared to Pit's, which can cause it to miss when Pit's would otherwise hit. Its first and second hits can also be [[jab cancel]]ed reliably, with their most notable follow-ups being down tilt, down smash, dash grab, and neutral aerial.
|ftiltname=Cross Chop ({{ja|クロスチョップ|Kurosu Choppu}})
|ftiltname=&nbsp;
|ftiltdmg=10% (tip), 7% (base)
|ftiltdmg=10% (tip), 7% (base)
|ftiltdesc=Arcs his body forward to perform a scissoring slash. It is decent for spacing, with its sweetspot being at the tips of the blades. Significantly weaker base knockback than Pit's, which makes it inferior for KOing: Dark Pit's tipper KOs at 155% while Pit's KOs at 122%, while Dark Pit's sourspot KOs at 210% and Pit's at 170%. Due to it hitting on frame 10, it is Dark Pit's slowest tilt attack.
|ftiltdesc=Arcs his body forward to perform a scissoring slash. It is decent for spacing, with its sweetspot being at the tips of the blades. Significantly weaker base knockback than Pit's, which makes it inferior for KOing: Dark Pit's tipper KOs at 155% while Pit's KOs at 122%, while Dark Pit's sourspot KOs at 210% and Pit's at 170%. Due to it hitting on frame 10, it is Dark Pit's slowest tilt attack.
|utiltname=Anti-Air Kick ({{ja|アンチエアキック|Anchi Ea Kikku}})
|utiltname=&nbsp;
|utiltdmg=2% (hit 1), 3% (hit 2), 5% (hit 3)
|utiltdmg=2% (hit 1), 3% (hit 2), 5% (hit 3)
|utiltdesc=A bicycle kick followed by a stretch kick. Compared to up smash, its lower ending lag makes it safer at harassing an opponent on a platform directly above Dark Pit. It can also combo into a neutral or up aerial at low percentages, although these combos are heavily dependent on the opponent's DI. Although its last hit has very high knockback scaling, it lacks KO potential because of its low damage output.
|utiltdesc=A bicycle kick followed by a stretch kick. Compared to up smash, its lower ending lag makes it safer at harassing an opponent on a platform directly above Dark Pit. It can also combo into a neutral or up aerial at low percentages, although these combos are heavily dependent on the opponent's DI. Although its last hit has very high knockback scaling, it lacks KO potential because of its low damage output.
|dtiltname=Leg Cutter ({{ja|レッグカッター|Reggu Kattā}})
|dtiltname=&nbsp;
|dtiltdmg=6%
|dtiltdmg=6%
|dtiltdesc=Dark Pit swipes one blade across the ground in front of him. Its minimal start-up and ending lag make it Dark Pit's best grounded spacing option. When coupled with its average base knockback and low knockback scaling, it is capable of starting combos into a dash attack at low percentages. It also has a low chance of tripping the opponent.
|dtiltdesc=Dark Pit swipes one blade across the ground in front of him. Its minimal start-up and ending lag make it Dark Pit's best grounded spacing option. When coupled with its average base knockback and low knockback scaling, it is capable of starting combos into a dash attack at low percentages. It also has a low chance of tripping the opponent.
|dashname=Dash Slice ({{ja|ダッシュスライス|Dasshu Suraisu}})
|dashname=&nbsp;
|dashdmg=11%
|dashdmg=11%
|dashdesc=A spinning inward slash. It has low knockback scaling and launches at 60°, which allow it to combo into a dashing up smash or aerials at low percentages, depending on the opponent's DI and reaction. Its long range also makes it decent at punishing landings. However, its moderate ending lag makes it punishable on shield.
|dashdesc=A spinning inward slash. It has low knockback scaling and launches at 60°, which allow it to combo into a dashing up smash or aerials at low percentages, depending on the opponent's DI and reaction. Its long range also makes it decent at punishing landings. However, its moderate ending lag makes it punishable on shield.
|fsmashname=Dual Attack ({{ja|デュアルアタック|Duaru Atakku}})
|fsmashname=&nbsp;
|fsmashdmg={{ChargedSmashDmgSSB4|5}} (hit 1), {{ChargedSmashDmgSSB4|10}} (hit 2)
|fsmashdmg={{ChargedSmashDmgSSB4|5}} (hit 1), {{ChargedSmashDmgSSB4|10}} (hit 2)
|fsmashdesc=Dark Pit separates his blades and slashes, before quickly putting them back and slashing again. Its first hit has low weight-based knockback, which allows it to connect reliably into its second hit. The second hit carries all of the knockback, and has more reach than the first slash. On the edge of Final Destination, the second hit KOs middleweights at 107%/92% (3DS/Wii U).
|fsmashdesc=Dark Pit separates his blades and slashes, before quickly putting them back and slashing again. Its first hit has low weight-based knockback, which allows it to connect reliably into its second hit. The second hit carries all of the knockback, and has more reach than the first slash. On the edge of Final Destination, the second hit KOs middleweights at 107%/92% (3DS/Wii U).
|usmashname=Angel Spin ({{ja|エンジェルスピン|Enjeru Supin}})
|usmashname=&nbsp;
|usmashdmg={{ChargedSmashDmgSSB4|3}} (hit 1), {{ChargedSmashDmgSSB4|2}} (hit 2), {{ChargedSmashDmgSSB4|8}} (hit 3)
|usmashdmg={{ChargedSmashDmgSSB4|3}} (hit 1), {{ChargedSmashDmgSSB4|2}} (hit 2), {{ChargedSmashDmgSSB4|8}} (hit 3)
|usmashdesc=A leaping triple slash to the sky. It hits on frame 6, which is very fast for a smash attack, and its long vertical range makes it a useful anti-air attack. Its last hit's very high knockback scaling enables it to KO middleweights from anywhere on Final Destination at 130%/119% (3DS/Wii U). However, its deceptively low horizontal range results in it hitting grounded opponents only if they are at point-blank range in front of Dark Pit.
|usmashdesc=A leaping triple slash to the sky. It hits on frame 6, which is very fast for a smash attack, and its long vertical range makes it a useful anti-air attack. Its last hit's very high knockback scaling enables it to KO middleweights from anywhere on Final Destination at 130%/119% (3DS/Wii U). However, its deceptively low horizontal range results in it hitting grounded opponents only if they are at point-blank range in front of Dark Pit.
|dsmashname=Low Attack Combination ({{ja|ローアタックコンビネーション|Rō Atakku Konbinēshon}})
|dsmashname=&nbsp;
|dsmashdmg={{ChargedSmashDmgSSB4|12}} (base), {{ChargedSmashDmgSSB4|10}} (tip)
|dsmashdmg={{ChargedSmashDmgSSB4|12}} (base), {{ChargedSmashDmgSSB4|10}} (tip)
|dsmashdesc=Dark Pit stabs the ground in front of, then behind him. Its sweetspot is located at the base of each blade. It hits on frame 5, which ties it with {{SSB4|Pit}}, {{SSB4|Mario}}, {{SSB4|Dr. Mario}}, {{SSB4|Zelda}} and {{SSB4|Ryu}}'s down smashes as the second fastest smash attack of any kind in the game. It is thus very useful for punishing rolls. While the first hit has higher base knockback and both hits have equal knockback scaling, the back hit's sweetspot KOs earlier due to its [[semi-spike]] angle. At the edge of Final Destination, the back hit's sweetspot KOs middleweights at 125%/116% (3DS/Wii U), while the front hit's sweetspot KOs at 155%/144% (3DS/Wii U).
|dsmashdesc=Dark Pit stabs the ground in front of, then behind him. Its sweetspot is located at the base of each blade. It hits on frame 5, which ties it with {{SSB4|Pit}}, {{SSB4|Mario}}, {{SSB4|Dr. Mario}}, {{SSB4|Zelda}} and {{SSB4|Ryu}}'s down smashes as the second fastest smash attack of any kind in the game. It is thus very useful for punishing rolls. While the first hit has higher base knockback and both hits have equal knockback scaling, the back hit's sweetspot KOs earlier due to its [[semi-spike]] angle. At the edge of Final Destination, the back hit's sweetspot KOs middleweights at 125%/116% (3DS/Wii U), while the front hit's sweetspot KOs at 155%/144% (3DS/Wii U).
|nairname=Spinning Cycle ({{ja|スピニングサイクル|Supiningu Saikuru}})
|nairname=&nbsp;
|nairdmg=0.7% (hits 1-7), 4% (hit 8)
|nairdmg=0.7% (hits 1-7), 4% (hit 8)
|nairdesc=A buzzsaw-like series of slashes in front of himself. It hits multiple times, with its last hit having high knockback scaling, though it has a smaller hitbox behind Dark Pit that connects less reliably. It has the ability to nullify weak projectiles and its last hit has very high knockback scaling, which make it ideal approaching or edge-guarding. Auto-cancels from a short hop, making it a decent set-up option when [[Short hop fast fall L-cancel#Short hop fast fall|SHFF]]'d.
|nairdesc=A buzzsaw-like series of slashes in front of himself. It hits multiple times, with its last hit having high knockback scaling, though it has a smaller hitbox behind Dark Pit that connects less reliably. It has the ability to nullify weak projectiles and its last hit has very high knockback scaling, which make it ideal approaching or edge-guarding. Auto-cancels from a short hop, making it a decent set-up option when [[Short hop fast fall L-cancel#Short hop fast fall|SHFF]]'d.
|fairname=Front Cycle ({{ja|フロントサイクル|Furonto Saikuru}})
|fairname=&nbsp;
|fairdmg=1.5% (hits 1-2), 4% (hit 3)
|fairdmg=1.5% (hits 1-2), 4% (hit 3)
|fairdesc=Dark Pit spins his bow horizontally in front of him, slashing foes multiple times before launching them diagonally. The last hit has the second highest knockback scaling out of his entire moveset, although the final hitbox's low damage output makes the move best suited for edge-guarding, spacing, or approaching. Auto-cancels from a short hop, but has a very short duration and minimal vertical range.
|fairdesc=Dark Pit spins his bow horizontally in front of him, slashing foes multiple times before launching them diagonally. The last hit has the second highest knockback scaling out of his entire moveset, although the final hitbox's low damage output makes the move best suited for edge-guarding, spacing, or approaching. Auto-cancels from a short hop, but has a very short duration and minimal vertical range.
|bairname=Air Stab ({{ja|エアスタッブ|Ea Sutabbu}})
|bairname=&nbsp;
|bairdmg=8% (base), 12% (tip)
|bairdmg=8% (base), 12% (tip)
|bairdesc=A double reverse gripped thrust. It is Dark Pit's longest ranged aerial and can auto-cancel in a short hop, which make it a fairly useful spacing option, especially when used as part of a [[reverse aerial rush]]. When sweetspotted, it is also Dark Pit's most damaging aerial. While its base is largely ineffective, it nonetheless has very minimal follow-up potential at certain percentages. While near the edge of Final Destination, its sweetspot KOs middleweights at 137%/125% (3DS/Wii U). However, it has noticeable landing lag and a very small hitbox, the latter of which can make it difficult to land its sweetspot.
|bairdesc=A double reverse gripped thrust. It is Dark Pit's longest ranged aerial and can auto-cancel in a short hop, which make it a fairly useful spacing option, especially when used as part of a [[reverse aerial rush]]. When sweetspotted, it is also Dark Pit's most damaging aerial. While its base is largely ineffective, it nonetheless has very minimal follow-up potential at certain percentages. While near the edge of Final Destination, its sweetspot KOs middleweights at 137%/125% (3DS/Wii U). However, it has noticeable landing lag and a very small hitbox, the latter of which can make it difficult to land its sweetspot.
|uairname=Lightning Rotor ({{ja|ライトニングローター|Raitoningu Rōtā}})
|uairname=&nbsp;
|uairdmg=2% (hits 1-5)
|uairdmg=2% (hits 1-5)
|uairdesc=An overhead, buzzsaw-like series of slashes. It hits multiple times, with its last hit launching at 68° and having the highest knockback scaling out of his entire moveset. These traits make it a useful juggling option. Even though it KOs middleweights beginning at 153% while near the upper [[blast line]], it only does so if all of hits connect because of its last hit's very low damage output. Auto-cancels from a short hop.
|uairdesc=An overhead, buzzsaw-like series of slashes. It hits multiple times, with its last hit launching at 68° and having the highest knockback scaling out of his entire moveset. These traits make it a useful juggling option. Even though it KOs middleweights beginning at 153% while near the upper [[blast line]], it only does so if all of hits connect because of its last hit's very low damage output. Auto-cancels from a short hop.
|dairname=Under-Arc Slash ({{ja|アンダースラッシュ|Andā Surasshu}}, ''Under Slash'')
|dairname=&nbsp;
|dairdmg=10%
|dairdmg=10%
|dairdesc=A downward arcing reverse gripped slash with a single blade. Its sweetspot is a meteor smash that is active on start-up, while its fairly large range allows it to function as an approach option. However, it has noticeable landing lag and while it can auto-cancel near its final frames, it cannot do so with a short hop.
|dairdesc=A downward arcing reverse gripped slash with a single blade. Its sweetspot is a meteor smash that is active on start-up, while its fairly large range allows it to function as an approach option. However, it has noticeable landing lag and while it can auto-cancel near its final frames, it cannot do so with a short hop.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname=&nbsp;
|grabdesc=
|grabdesc=
|pummelname=Grab Kneebutt ({{ja|つかみニーバット|Tsukami Nībatto}})
|pummelname=&nbsp;
|pummeldmg=2%
|pummeldmg=2%
|pummeldesc=A quick knee jab. Relatively quick.
|pummeldesc=A quick knee jab. Relatively quick.
|fthrowname=Upper Swing ({{ja|アッパースイング|Appā Suingu}})
|fthrowname=&nbsp;
|fthrowdmg=6% (hit 1), 4% (throw)
|fthrowdmg=6% (hit 1), 4% (throw)
|fthrowdesc=Slashes the opponent away with an upward slash. Due to having the highest knockback scaling out of his throws, it is Dark Pit's only throw with KO potential. While near the edge of Final Destination, it KOs middleweights at 163%/148% (3DS/Wii U). Although it is best suited for KOing, it can also set up edgeguards due to its knockback scaling, and also has minimal combo potential: it can combo into a dash attack at 0%, or into [[Silver Bow]] at low percentages.
|fthrowdesc=Slashes the opponent away with an upward slash. Due to having the highest knockback scaling out of his throws, it is Dark Pit's only throw with KO potential. While near the edge of Final Destination, it KOs middleweights at 163%/148% (3DS/Wii U). Although it is best suited for KOing, it can also set up edgeguards due to its knockback scaling, and also has minimal combo potential: it can combo into a dash attack at 0%, or into [[Silver Bow]] at low percentages.
|bthrowname=Behind Throw ({{ja|ビハインドスルー|Bihaindo Surū}})
|bthrowname=&nbsp;
|bthrowdmg=8%
|bthrowdmg=8%
|bthrowdesc=Dark Pit spins around with the opponent trailing behind and slams them on the ground behind him. It is best suited for spacing, but it can also combo into a dash attack at low percentages, or act as a set-up into Palutena Bow at medium to high percentages.
|bthrowdesc=Dark Pit spins around with the opponent trailing behind and slams them on the ground behind him. It is best suited for spacing, but it can also combo into a dash attack at low percentages, or act as a set-up into Palutena Bow at medium to high percentages.
|uthrowname=Stand Shoot ({{ja|スタンドシュート|Sutando Shūto}})
|uthrowname=&nbsp;
|uthrowdmg=4% (hit 1), 7% (throw)
|uthrowdmg=4% (hit 1), 7% (throw)
|uthrowdesc=A handstand kick, similar to {{SSB4|Sheik}}'s up throw. It is Dark Pit's most damaging throw, but its throw hitbox's average base knockback and knockback scaling make it unsuited for KOing or combos. As a result, its only utility is dealing damage and initiating aerial pressure alongside Silver Bow.
|uthrowdesc=A handstand kick, similar to {{SSB4|Sheik}}'s up throw. It is Dark Pit's most damaging throw, but its throw hitbox's average base knockback and knockback scaling make it unsuited for KOing or combos. As a result, its only utility is dealing damage and initiating aerial pressure alongside Silver Bow.
|dthrowname=Bone Divide ({{ja|ボーンディバイド|Bōn Dibaido}})
|dthrowname=&nbsp;
|dthrowdmg=2% (hit 1), 4% (throw)
|dthrowdmg=2% (hit 1), 4% (throw)
|dthrowdesc=Pins the opponent to the ground and then slashes their back. It is Dark Pit's best combo starter, as it can combo into a dashing up smash at 0%-10%, and into a neutral, forward and up aerial at low to medium percentages.
|dthrowdesc=Pins the opponent to the ground and then slashes their back. It is Dark Pit's best combo starter, as it can combo into a dashing up smash at 0%-10%, and into a neutral, forward and up aerial at low to medium percentages.
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|ssc1name=Electrocut Arm
|ssc1name=Electrocut Arm
|ssc1dmg=13.5% (ground) 11.5% (air)
|ssc1dmg=13.5% (ground) 11.5% (air)
|ssc1desc=Dark Pit assumes a defensive stance and retaliates against any opponent who gets in front of him. In addition, the uppercut itself is overall stronger; due to Electroshock Arm's overall higher power, it is also stronger than Pit's variant (Interception Arm). Like Electroshock Arm, it grants super armor. However, it completely lacks recovery potential, as Dark Pit will only move very slightly backward after using it before tumbling downward with the move's usual aerial ending lag. There is also a slight delay until Dark Pit throws the uppercut, which can allow opponents to shield it.
|ssc1desc=Functions similarly to a [[counterattack]], with Dark Pit assuming a defensive stance and retaliating against any opponent who attacks him. Uniquely, the counterattack will still activate so long as the opponent is simply in very close proximity. In addition, the uppercut itself is overall stronger; due to Electroshock Arm's overall higher power, it is also stronger than Pit's variant (Interception Arm). Like Electroshock Arm, it grants super armor. However, it completely lacks recovery potential, as Dark Pit will only move very slightly backward after using it before tumbling downward with the move's usual aerial ending lag. There is also a slight delay until Dark Pit throws the uppercut, which can allow opponents to shield it.
|ssc2name=Quickshock Arm
|ssc2name=Quickshock Arm
|ssc2dmg=9.2% (ground) 7.2% (air)
|ssc2dmg=9.2% (ground) 7.2% (air)
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|fsdmg=1% (startup) 39% (beam)
|fsdmg=1% (startup) 39% (beam)
|fsdesc=Dark Pit pulls out his namesake weapon and fires an extremely long-range and powerful charged shot, much like Zelda/Sheik's [[Light Arrow]]. Opponents are sent flying diagonally, and the closer they are to Dark Pit when the Final Smash activates, the stronger the impact.
|fsdesc=Dark Pit pulls out his namesake weapon and fires an extremely long-range and powerful charged shot, much like Zelda/Sheik's [[Light Arrow]]. Opponents are sent flying diagonally, and the closer they are to Dark Pit when the Final Smash activates, the stronger the impact.
}}
===Stats===
{{Attributes
|cast = 58
|weight = 96
|rweight = 27-29
|dash = 1.5
|rdash = 25-41
|run = 1.66215
|rrun = 24-25
|walk = 1.199
|rwalk = 17-18
|trac = 0.0505
|rtrac = 38-39
|airfric = 0.008
|rairfric = 37-42
|air = 0.89
|rair = 50-51
|baseaccel = 0.01
|rbaseaccel = 10-54
|addaccel = 0.065
|raddaccel = 30-34
|gravity = 0.081
|rgravity = 39-40
|fall = 1.48
|rfall = 36-37
|ff = 2.368
|rff = 35-36
|jumpsquat = 5
|rjumpsquat = 14-41
|jumpheight = 31
|rjumpheight = 43-44
|shorthop = 14.955608
|rshorthop = 44-45
|djump = 23.70148302, 19.110125, 15.01259414
|rdjump = 54-55
}}
}}


Line 370: Line 334:
<gallery>
<gallery>
Dark Pit amiibo.png|Dark Pit's [[amiibo]].
Dark Pit amiibo.png|Dark Pit's [[amiibo]].
Dark Pit unlock notice SSB4-3DS.png|Dark Pit's unlock notice in {{for3ds}}.
Dark Pit unlock notice SSB4-Wii U.png|Dark Pit's unlock notice in {{forwiiu}}.
SSB4 - Dark Pit Screen-1.jpg|Dark Pit aiming his Silver Bow.
SSB4 - Dark Pit Screen-1.jpg|Dark Pit aiming his Silver Bow.
SSB4 - Dark Pit Screen-2.jpg|Clashing with {{SSB4|Pit}}.
SSB4 - Dark Pit Screen-2.jpg|Clashing with {{SSB4|Pit}}.

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