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.  


Dark Pit's tournament representation was previously respectable, particularly due to {{Sm|Nairo}} having previously mained him, but after Nairo dropped him for {{SSB4|Zero Suit Samus}}, his representation has become noticeably worse than Pit's, who already held below-average representation.
Dark Pit's tournament representation was previously respectable, particularly due to {{Sm|Nairo}} having previously mained him, but after Nairo dropped him for {{SSB4|Zero Suit Samus}}, his representation has become noticeably worse than Pit's, who already held below-average representation.
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==Attributes==
==Attributes==
Unlike most clones, who have multiple alterations to their physics or moves to differentiate themselves from the original (such as {{SSB4|Lucina}} lacking {{SSB4|Marth}}'s tipper and {{SSB4|Dr. Mario}} being a "slower, stronger {{SSB4|Mario}}"), Dark Pit is mainly the same as his base character, [[Pit]]. His mobility is completely identical, sharing the same [[walking speed]], [[dashing speed]], [[air speed]], [[falling speed]] and three [[double jump]]s. Similarly, Dark Pit's standard attacks are all identical to Pit's, sharing the exact same frame data, damage and knockback, with only five attacks in his entire moveset having different attributes (two standard attacks, two special attacks, and his [[Final Smash]]). In essence, this makes Dark Pit quite literally a clone character, to the point where he can be considered a [[custom moveset]] counterpart of Pit with his own roster slot (even their [[taunt]]s share the exact same length of time despite looking different). A Pit player will have no trouble playing Dark Pit because of their mirrored movesets, but the slight differences in their movesets can make Dark Pit a better or worse choice in a matchup.
Unlike most clones, who have multiple alterations to their physics or moves to differentiate themselves from the original (such as {{SSB4|Lucina}} lacking {{SSB4|Marth}}'s tipper and {{SSB4|Dr. Mario}} being a "slower, stronger {{SSB4|Mario}}"), Dark Pit is mainly the same as his base character, [[Pit]]. His mobility is completely identical, sharing the same [[walking speed]], [[dashing speed]], [[air speed]], [[falling speed]] and three [[double jump]]s. Similarly, Dark Pit's standard attacks are all identical to Pit's, sharing the exact same frame data, damage and knockback, with only five attacks in his entire moveset having different attributes (two standard attacks, two special attacks, and his [[Final Smash]]). In essence, this makes Dark Pit quite literally a clone character, to the point where he can be considered a [[custom moveset]] counterpart of Pit with his own roster slot (even their [[taunt]]s share the exact same length of time despite looking different). A Pit player will have no trouble playing Dark Pit because of their mirrored movesets, but the slight differences in their movesets can make Dark Pit a better or worse choice in a matchup.  


The only alterations to his standard moves lie in his neutral infinite's finisher and forward tilt. The former is inferior to Pit's due to possessing a smaller hitbox and thus makes it easier to escape. Meanwhile, the latter has significantly lower base knockback, preventing Dark Pit's forward tilt from KOing easily, but allows it to [[lock]] floored opponents. As Dark Pit shares Pit's inferior KO potential, the lack of this additional KO move weakens Dark Pit's grounded KO ability, but also allows him to start combos at low percentages via locking.
The only alterations to his standard moves lie in his neutral infinite's finisher and forward tilt. The former is inferior to Pit's due to possessing a smaller hitbox and thus makes it easier to escape. Meanwhile, the latter has significantly lower base knockback, preventing Dark Pit's forward tilt from KOing easily, but allows it to [[lock]] floored opponents. As Dark Pit shares Pit's inferior KO potential, the lack of this additional KO move weakens Dark Pit's grounded KO ability, but also allows him to start combos at low percentages via locking.
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The second is his side special, [[Electroshock Arm]]. When compared, Electroshock Arm is significantly more powerful due to its higher damage, [[electric]] hitbox (which makes it safer on shield), and altered knockback scaling; when including its diagonal trajectory, it is easily capable of sending opponents offstage to edgeguard, and is a powerful tool for KOing, especially at the edges of a stage (where it can do so as early as 80%). Pit's Upperdash Arm is weaker due to its lower knockback growth and damage, KOing at around 150%. However, its vertical trajectory allows it to set up juggles and KO consistently anywhere on the stage; its angle also makes it capable of KOing moderately early on stages with low ceilings. Hence, Electroshock Arm finds much more utility as a surprise KOing and edgeguarding tool, while Upperdash Arm is mostly limited to sending opponents into the air until high percentages. This makes Upperdash Arm inferior to KOing compared to Electroshock Arm.
The second is his side special, [[Electroshock Arm]]. When compared, Electroshock Arm is significantly more powerful due to its higher damage, [[electric]] hitbox (which makes it safer on shield), and altered knockback scaling; when including its diagonal trajectory, it is easily capable of sending opponents offstage to edgeguard, and is a powerful tool for KOing, especially at the edges of a stage (where it can do so as early as 80%). Pit's Upperdash Arm is weaker due to its lower knockback growth and damage, KOing at around 150%. However, its vertical trajectory allows it to set up juggles and KO consistently anywhere on the stage; its angle also makes it capable of KOing moderately early on stages with low ceilings. Hence, Electroshock Arm finds much more utility as a surprise KOing and edgeguarding tool, while Upperdash Arm is mostly limited to sending opponents into the air until high percentages. This makes Upperdash Arm inferior to KOing compared to Electroshock Arm.


Dark Pit's [[custom moves]] are, like his overall moveset, mostly identical to Pit's. Guiding Bow functions much like Pit's Guiding Bow, albeit with less control and slightly more damage. Electrocut Arm functions similarly to a counterattack and boasts better KO potential, thanks to its higher damage output and knockback, with its KO ability being even stronger due to Electroshock Arm's higher overall power. However, it lacks any recovery potential because of it moving Dark Pit very slightly backward upon being used, and also forces him into his lengthy aerial ending lag animation while in midair. Breezy Flight makes Dark Pit more difficult to gimp at its start, but at the cost of weakening his long-distanced recovery. Lastly, Amplifying Orbitars are significantly stronger reflectors, making them a better choice against projectile-reliant characters. However, they lack pushboxes and have less durability.
Dark Pit's [[custom moves]] are, like his overall moveset, mostly identical to Pit's. Guiding Bow functions much like Pit's Guiding Bow, albeit with less control and slightly more damage. Electrocut Arm functions similarly to a counterattack and boasts better KO potential, thanks to its higher damage output and knockback, with its KO ability being even stronger due to Electroshock Arm's higher overall power. However, it lacks any recovery potential because of it moving Dark Pit very slightly backward upon being used, and also forces him into his lengthy aerial ending lag animation while in midair. Breezy Flight makes Dark Pit more difficult to gimp at its start, but at the cost of weakening his long-distanced recovery. Lastly, Amplifying Orbitars are significantly stronger reflectors, making them a better choice against projectile-reliant characters. However, they lack pushboxes and have less durability.  


All in all, in line with Dark Pit's Idol description in ''Uprising'', the [[icaruspedia:Dark Pit|"flawed clone of Pit"]] is a more difficult character to use projectile-wise due to his stronger, inaccurate projectile, but brings a different finishing tool in the form of Electroshock Arm, which can grant him opportunities to net KOs in the form of hard punishes. Regardless, both Pit's differences are not all that significant, and it is up to the player to decide which Pit to use in combat since both are solid "all-rounders" with a more notable preference towards edgeguarding and recovery.
All in all, in line with Dark Pit's Idol description in ''Uprising'', the [[icaruspedia:Dark Pit|"flawed clone of Pit"]] is a more difficult character to use projectile-wise due to his stronger, inaccurate projectile, but brings a different finishing tool in the form of Electroshock Arm, which can grant him opportunities to net KOs in the form of hard punishes. Regardless, both Pit's differences are not all that significant, and it is up to the player to decide which Pit to use in combat since both are solid "all-rounders" with a more notable preference towards edgeguarding and recovery.
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Dark Pit is almost completely identical to Pit with minor differences. Dark Pit's [[Silver Bow]] fires stronger arrows than Pit's [[Palutena Bow]], but cannot be maneuvered as much as Pit's. [[Electroshock Arm]] deals more damage than Pit's [[Upperdash Arm]] and launches opponents at a horizontal angle as opposed to a vertical angle. This property allows the move to KO opponents earlier than Pit's when they are closer to the [[blast line]], but it will KO later than Pit's if they are further away from it. Dark Pit's neutral infinite has a smaller hitbox and his forward tilt has noticeably less knockback than Pit's. Dark Pit also has a different [[Final Smash]] called [[Dark Pit Staff]]. It functions identically to {{SSB4|Zelda}} and {{SSB4|Sheik}}'s [[Light Arrow]], firing a straight shot that will play a zoom in animation whenever it hits an opponent.
Dark Pit is almost completely identical to Pit with minor differences. Dark Pit's [[Silver Bow]] fires stronger arrows than Pit's [[Palutena Bow]], but cannot be maneuvered as much as Pit's. [[Electroshock Arm]] deals more damage than Pit's [[Upperdash Arm]] and launches opponents at a horizontal angle as opposed to a vertical angle. This property allows the move to KO opponents earlier than Pit's when they are closer to the [[blast line]], but it will KO later than Pit's if they are further away from it. Dark Pit's neutral infinite has a smaller hitbox and his forward tilt has noticeably less knockback than Pit's. Dark Pit also has a different [[Final Smash]] called [[Dark Pit Staff]]. It functions identically to {{SSB4|Zelda}} and {{SSB4|Sheik}}'s [[Light Arrow]], firing a straight shot that will play a zoom in animation whenever it hits an opponent.


Overall, these changes don't significantly change how Pit and Dark Pit play from each other, with the choice between the two coming down to personal preference. This is also reflected on how they were viewed competitively. The two were often right next to each other on [[tier list]]s, until the final two tier lists where they share the same spots due to the agreed consensus that they are essentially the same character.
Overall, these changes don't significantly change how Pit and Dark Pit play from each other, with the choice between the two coming down to personal preference. This is also reflected on how they were viewed competitively. The two were often right next to each other on [[tier list]]s, until the final tier list where they share the same spot due to the agreed consensus that they are essentially the same character.


===Aesthetics===
===Aesthetics===
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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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==Update history==
==Update history==
Like Pit, Dark Pit received only a handful of buffs from game updates. However, his are actually much more beneficial in comparison to Pit's. The changes to shielding mechanics in [[1.1.0]] and [[1.1.1]] are slightly beneficial to him due to his multi-hit moves and his side special, Electroshock Arm, having better shield damaging capabilities. The base damage of Silver Bow was also increased (along with the projectile's speed) in 1.1.0, making Silver Bow slightly stronger than Palutena Bow. Update [[1.1.3]] buffed Electroshock Arm by increasing its damage output and base knockback, as well as altering its launching angle, all of which make it into a reliable KOing option while near the edge. Overall, Dark Pit is somewhat better than he was during the game's initial release.
Like Pit, Dark Pit received only a handful of buffs from game updates. However, his are actually much more beneficial in comparison to Pit's. The changes to shielding mechanics in [[1.1.0]] and [[1.1.1]] are slightly beneficial to him due to his multi-hit moves and his side special, Electroshock Arm, having better shield damaging capabilities. The base damage of Silver Bow was also increased (along with the projectile's speed) in 1.1.0, making Silver Bow slightly stronger than Palutena Bow. Update [[1.1.3]] buffed Electroshock Arm by increasing its damage output and base knockback, as well as altering its launching angle, all of which make it into a reliable KOing option while near the edge. Overall, Dark Pit is somewhat better than he was during the game's initial release.  


'''{{GameIcon|ssb4-3}} [[1.0.4]]'''
'''{{GameIcon|ssb4-3}} [[1.0.4]]'''
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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%
|neutral3dmg=5%
|neutral3dmg=5%
|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.
Line 176: Line 177:
|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)
Line 197: Line 198:
|dsc2name=Amplifying Orbitars
|dsc2name=Amplifying Orbitars
|dsc2dmg=2× damage (reflected projectiles)
|dsc2dmg=2× damage (reflected projectiles)
|dsc2desc=Variations that have an increased reflection multiplier for both damage and speed. They also have less start-up lag, a minimum duration of 0.27 seconds (16 frames), and a maximum duration of 2.5 seconds (150 frames). However, they are more fragile and cannot push opponents.
|dsc2desc=Variations that have an increased reflection multiplier for both damage and speed. They also have less start-up lag, a minimum duration of 0.27 seconds (16 frames), and a maximum duration of 2.5 seconds (150 frames). However, they are more fragile and cannot push opponents.  
|fsname=Dark Pit Staff
|fsname=Dark Pit Staff
|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 288: Line 252:


==In [[competitive play]]==
==In [[competitive play]]==
{{Pit and Dark Pit in competitive play (SSB4)}}
===[[Official Custom Moveset Project]]===
{{OfficialCustomMoves
|char=Dark Pit
|set1=3111
|set2=3112
|set3=1113
|set4=2113
|set5=3113
|set6=2111
|set7=2112
|set8=1112
|set9=3311
|set10=3121
}}
{{Template:Pit and Dark Pit in competitive play (SSB4)}}
 
==[[Trophies]]==
:'''Dark Pit'''
::{{flag|ntsc}} ''Pit's mysterious, black-clad doppelgänger, Dark Pit. (Some call him Pittoo, but he really doesn't like that.) When he first appears, he immediately goes after both Pit and the Underworld Army. In Smash Bros., he uses moves a lot like Pit's, though both his bow and his Sacred Treasures are different.''
 
::{{flag|pal}} ''Pit's black-winged doppelgänger. Dark Pit, aka Pittoo (although he's not exactly fond of being called that), looks like Pit, moves like Pit and uses very similar attacks. He's a lot more aggressive, though, and doesn't take orders from anyone. He also has his own weapons, like his Silver Bow.''


==In Solo Modes==
{{Trophy games|console1=3DS|game1=Kid Icarus: Uprising (03/2012)}}
===[[All-Star Mode]]===
 
In All-Star Mode, Dark Pit is fought in Stage 7 in the 3DS version or Stage 1 in the Wii U version if he has been unlocked alongside {{SSB4|Wii Fit Trainer}}, {{SSB4|Rosalina & Luma}}, {{SSB4|Greninja}}, {{SSB4|Lucina}}, {{SSB4|Robin}}, {{SSB4|Shulk}}, {{SSB4|Corrin}}, and {{SSB4|Bayonetta}}.
:'''Dark Pit (Alt.)'''
::{{flag|ntsc}} ''Dark Pit's Guardian Orbitars special puts up shields of light on either side of you to block attacks, deflect projectiles, and push back any enemies who are too close. You can even use the shields to protect against attacks from above and below. If they take too many hits, though, they'll vanish and become unusable for a while.''
 
::{{flag|pal}} ''Dark Pit's Guardian Orbitars special puts up shields of light on either side of you to block attacks, deflect projectiles, and push back any enemies who are too close. You can even use the shields to protect against attacks coming from slightly above or below you. If they take too many hits, though, they'll vanish and become unusable for a while.''
 
{{Trophy games|console1=3DS|game1=Kid Icarus: Uprising (03/2012)}}
 
:'''Dark Pit Staff'''
::''In Kid Icarus: Uprising, Dark Pit used this staff to snipe at Pit from a mountaintop. In that game, it did much more damage when used at a distance. In this game, Dark Pit uses it to launch a high-speed horizontal blast that goes straight through obstacles. It can hit multiple foes in a row, but only the first will feel its full force.''
 
<center>
<gallery>
DarkPitTrophy3DS.png|Classic (3DS)
DarkPitAltTrophy3DS.png|Alt. (3DS)
DarkPitTrophyWiiU.png|Classic (Wii U)
DarkPitAltTrophyWiiU.png|Alt. (Wii U)
DarkPitStaffTrophyWiiU.png|[[Dark Pit Staff]]
</gallery>
</center>


==={{GameIcon|SSB4-U}}[[Event Match]]es===
==In [[Event Match]]es==
====Solo Events====
===Solo Events===
*'''[[Doppelgänger Duel]]''': The player controls Dark Pit, and must defeat Pit in a 200 HP battle.
*'''[[Doppelgänger Duel]]''': The player controls Dark Pit, and must defeat Pit in a 200 HP battle.
*'''[[New Challengers 2]]''': Dark Pit is one of the seven opponents fought in this event alongside {{SSB4|Mega Man}}, {{SSB4|Greninja}}, {{SSB4|Palutena}}, {{SSB4|Pac-Man}}, {{SSB4|Robin}}, and {{SSB4|Shulk}}.
*'''[[New Challengers 2]]''': Dark Pit is one of the seven opponents fought in this event alongside {{SSB4|Mega Man}}, {{SSB4|Greninja}}, {{SSB4|Palutena}}, {{SSB4|Pac-Man}}, {{SSB4|Robin}}, and {{SSB4|Shulk}}.
*'''[[The Break of Day]]''': {{SSB4|Pit}} must defeat 3 Dark Pits with the [[Daybreak]].
*'''[[The Break of Day]]''': {{SSB4|Pit}} must defeat 3 Dark Pits with the [[Daybreak]].
====Co-op Events====
===Co-op Events===
*'''[[An Offering of Coins]]''': {{SSB4|Pit}} and Dark Pit must collect 1000G from shadow versions of themselves.
*'''[[An Offering of Coins]]''': {{SSB4|Pit}} and Dark Pit must collect 1000G from shadow versions of themselves.
*'''[[Final Battle Team-Up]]''': Dark Pit appears as an opponent to be defeated.
*'''[[Final Battle Team-Up]]''': Dark Pit appears as an opponent to be defeated.
*'''[[Sky Pirates]]''': {{SSB4|Meta Knight}} and Dark Pit must defeat {{SSB4|Captain Falcon}} and {{SSB4|Falco}} before the yellow plane returns to the airfield.
*'''[[Sky Pirates]]''': {{SSB4|Meta Knight}} and Dark Pit must defeat {{SSB4|Captain Falcon}} and {{SSB4|Falco}} before the yellow plane returns to the airfield.
*'''[[The Ultimate Battle]]''': Two players select a character and must defeat the entire roster.
*'''[[The Ultimate Battle]]''': Two players select a character and must defeat the entire roster.
===[[Congratulations screen]]s===
<center>
====3DS====
<gallery>
SSB4-3DS Congratulations Classic Dark Pit.png|Classic Mode
SSB4-3DS Congratulations All-Star Dark Pit.png|All-Star Mode
</gallery>
====Wii U====
<gallery>
SSB4-Wii U Congratulations Classic Dark Pit.png|Classic Mode
SSB4-Wii U Congratulations All-Star Dark Pit.png|All-Star Mode
</gallery>
</center>
==[[Trophies]]==
Dark Pit's default trophy is obtained by clearing Classic Mode as Dark Pit. His alternate trophy is obtained by clearing All-Star Mode as Dark Pit in the 3DS version or purchasing it in the Trophy Shop for 1000G in the Wii U version. The Dark Pit Staff trophy is obtained only in the Wii U version by clearing All-Star Mode as Dark Pit.
{{Trophy/Fighter
|name=Dark Pit
|image-3ds=DarkPitTrophy3DS.png
|image-wiiu=DarkPitTrophyWiiU.png
|mode=Classic
|desc-3ds-ntsc=Pit's mysterious, black-clad doppelgänger, Dark Pit. (Some call him Pittoo, but he really doesn't like that.) When he first appears, he immediately goes after both Pit and the Underworld Army. In Smash Bros., he uses moves a lot like Pit's, though both his bow and his Sacred Treasures are different.
|desc-wiiu-ntsc=Pit's mysterious, black-clad doppelgänger, Dark Pit. (Some call him Pittoo, but he really doesn't like that.) When he first appears, he immediately goes after both Pit and the Underworld Army. In Smash Bros., he uses moves a lot like Pit's, though both his bow and his Final Smash are different.
|desc-pal=Pit's black-winged doppelgänger. Dark Pit, aka Pittoo (although he's not exactly fond of being called that), looks like Pit, moves like Pit and uses very similar attacks. He's a lot more aggressive, though, and doesn't take orders from anyone. He also has his own weapons, like his Silver Bow.
|gamelist={{Trophy games|console1=3DS|game1=Kid Icarus: Uprising|release1=03/2012}}
}}
{{clrl}}
{{Trophy/Fighter
|name=Dark Pit (Alt.)
|image-3ds=DarkPitAltTrophy3DS.png
|image-wiiu=DarkPitAltTrophyWiiU.png
|mode=Alt
|desc-ntsc=Dark Pit's Guardian Orbitars special puts up shields of light on either side of you to block attacks, deflect projectiles, and push back any enemies who are too close. You can even use the shields to protect against attacks from above and below. If they take too many hits, though, they'll vanish and become unusable for a while.
|desc-pal=Dark Pit's Guardian Orbitars special puts up shields of light on either side of you to block attacks, deflect projectiles and push back any enemies who are too close. You can even use the shields to protect against attacks coming from slightly above or below you. If they take too many hits, though, they'll vanish and become unusable for a while.
|gamelist={{Trophy games|console1=3DS|game1=Kid Icarus: Uprising|release1=03/2012}}
}}
{{clrl}}
{{Trophy/Fighter
|name=Dark Pit Staff
|image=DarkPitStaffTrophyWiiU.png
|desc=In Kid Icarus: Uprising, Dark Pit used this staff to snipe at Pit from a mountaintop. In that game, it did much more damage when used at a distance. In this game, Dark Pit uses it to launch a high-speed horizontal blast that goes straight through obstacles. It can hit multiple foes in a row, but only the first will feel its full force.
|game=ssb4-wiiu
}}
{{clrl}}


==[[Alternate costume (SSB4)#Dark Pit|Alternate costumes]]==
==[[Alternate costume (SSB4)#Dark Pit|Alternate costumes]]==
Line 370: Line 325:
<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}}.
Line 392: Line 345:
*Dark Pit's crowd chant is a repeated chant of "Pittoo, Pittoo, Pittoo" or "Burapi! Burapi!", depending on the international or Japanese release. In either case, Dark Pit's chant is the only one not to contain the fighter's actual name. Both of the nicknames are given to him by Palutena in ''Kid Icarus: Uprising'' (again, depending on the international or Japanese version), and are often used by her and other characters, much to Dark Pit's chagrin.
*Dark Pit's crowd chant is a repeated chant of "Pittoo, Pittoo, Pittoo" or "Burapi! Burapi!", depending on the international or Japanese release. In either case, Dark Pit's chant is the only one not to contain the fighter's actual name. Both of the nicknames are given to him by Palutena in ''Kid Icarus: Uprising'' (again, depending on the international or Japanese version), and are often used by her and other characters, much to Dark Pit's chagrin.
*On page 34 of the Prima Strategy Guide for ''Super Smash Bros. 4'', Dark Pit's up special, [[Power of Flight]], is instead called Pandora Wings. This is a reference to how Dark Pit got his infinite flight for the majority of ''Kid Icarus: Uprising''.
*On page 34 of the Prima Strategy Guide for ''Super Smash Bros. 4'', Dark Pit's up special, [[Power of Flight]], is instead called Pandora Wings. This is a reference to how Dark Pit got his infinite flight for the majority of ''Kid Icarus: Uprising''.
**However, after [[icaruspedia:Scorched Feathers|Chapter 22]], Dark Pit lost his infinite flight after Pandora used it to resurrect herself, resulting in [[Viridi]] granting him the ability. This is reflected in ''Smash 4'', as Dark Pit's wings glow green when he uses Power of Flight.
**However, after [[icaruspedia:Scorched Feathers|chapter 22]], Dark Pit lost his infinite flight after Pandora used it to resurrect herself, resulting in [[Viridi]] granting him the ability. This is reflected in ''Smash 4'', as Dark Pit's wings glow green when he uses Power of Flight.
*Other than the DLC fighters, Dark Pit and {{SSB4|Duck Hunt}} are the only two newcomers not to appear in {{forwiiu}}'s [[opening movie]].
*Other than the DLC fighters, Dark Pit and {{SSB4|Duck Hunt}} are the only two newcomers not to appear in {{forwiiu}}'s [[opening movie]].
*One of [[Alternate costume (SSBB)#Pit|Pit's alternate costumes]] in ''[[Brawl]]'' served as a basis for Dark Pit's creation in ''Kid Icarus: Uprising''. This technically makes him the first ''Smash'' character to appear as an alternate color and then appear as a fully-fledged character.<!--Do not remove this. Sakurai himself said that the palette swap was the original idea for Dark Pit.-->
*In {{for3ds}}, Dark Pit's bow will not stay in his free hand properly while using his pummel due to a modelling error/glitch.
*In {{for3ds}}, Dark Pit's bow will not stay in his free hand properly while using his pummel due to a modelling error/glitch.
*Dark Pit is the only ''Smash 4'' newcomer to not have a splash art.
*Dark Pit is the only ''Smash 4'' newcomer to not have a splash art.

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