Super Smash Bros. 4

Dark Pit (SSB4)

From SmashWiki, the Super Smash Bros. wiki
(Redirected from Dark Pit (SSB4-U))
Jump to navigationJump to search
This article is about Dark Pit's appearance in Super Smash Bros. 4. For the character in other contexts, see Dark Pit.
Dark Pit
in Super Smash Bros. 4
Dark Pit SSB4.png
KidIcarusSymbol.svg
Universe Kid Icarus
Other playable appearance in Ultimate


Availability Unlockable
Final Smash Dark Pit Staff
Tier D (32)
Dark Pit (SSB4)

Dark Pit (ブラックピット, Black Pit) is a playable character in Super Smash Bros. 4. After initially being teased before release via Palutena's reveal trailer, Dark Pit was officially revealed by the official Super Smash Bros. website on October 9th, 2014, alongside Dr. Mario. He is a moveset clone of Pit and, like Dr. Mario and 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.[1].

Just as in 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.

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 games; their respective 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 Nairo having previously mained him, but after Nairo dropped him for Zero Suit Samus, his representation has become noticeably worse than Pit's, who already held below-average representation.

How to unlock[edit]

Super Smash Bros. for Nintendo 3DS[edit]

  • Play 50 VS Matches.
  • Complete Classic Mode with three different characters.

Dark Pit must then be defeated on Reset Bomb Forest.

Super Smash Bros. for Wii U[edit]

Dark Pit must then be defeated on Palutena's Temple.

Attributes[edit]

Unlike most clones, who have multiple alterations to their physics or moves to differentiate themselves from the original (such as Lucina lacking Marth's tipper and Dr. Mario being a "slower, stronger 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 jumps. 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 taunts 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 more significant differences lie in Dark Pit's special moves. The first is Dark Pit's Silver Bow: compared to Pit's Palutena's Bow, Silver Bow's arrows travel in an almost fixed straight trajectory and can be only shifted slightly up and down. Their limited movement grant them significantly less utility overall, especially in regards to "sniping" offstage opponents and gimping them. Instead, they possess slightly higher overall damage, increased knockback, and speed when uncharged, which make them more rewarding when used as a more conventional projectile. In essence, Dark Pit's arrows are inferior to Pit's if a player solely uses them to pester opponents, but allow him to tack on more damage on opponents who are in a disadvantageous state.

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.

All in all, in line with Dark Pit's Idol description in Uprising, the "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.

Differences from Pit[edit]

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 Zelda and 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 lists, until the final two tier lists where they share the same spots due to the agreed consensus that they are essentially the same character.

Aesthetics[edit]

Ground attacks[edit]

  • 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.
    • Buff However, this also allows the move to lock opponents at lower percents.

Special attacks[edit]

  • 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.
  • 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.
  • Buff Electroshock Arm deals more damage (11% (grounded)/9% (aerial) → 12%/9.5%) and knockback (100 (base)/60 (scaling) (grounded), 90 (base)/60 (scaling) (aerial) → 99/67, 90/58) than Upperdash Arm.
  • Change Electroshock Arm launches at a diagonal angle (43°), whereas Upperdash Arm launches at a vertical angle (80°). This makes it significantly better for KOing near the edge and for edge-guarding. However, this makes it significantly less effective for KOing from center-stage.
  • Change Electroshock Arm has an electric effect, whereas Upperdash Arm has a normal effect. This makes it safer on shield, but easier to DI.
  • Change Dark Pit's Power of Flight causes his wings to glow green, then blue, and then red, whereas Pit's version makes his wings glow blue, then yellow, and then red.
  • Change Dark Pit has a different Final Smash, Dark Pit Staff. Unlike Three Sacred Treasures, Dark Pit Staff functions identically to Light Arrow.

Update history[edit]

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.

Super Smash Bros. for Nintendo 3DS 1.0.4

  • Change Electrocut Arm (and its custom variants) can no longer transition into the hitbox if it interacts with a damageable floor.

Super Smash Bros. 4 1.0.6

  • Bug fix Fixed a glitch where Dark Pit could clip through sloped terrain while using his edge attack as someone else grabs the edge.

Super Smash Bros. 4 1.1.0

  • Nerf Neutral infinite deals less damage (1% → 0.8%).
  • Buff Neutral infinite launches opponents at a more favorable angle (30°/80° → 25°/120°) and it has higher set knockback (10/3 → 18/4), making it connect more reliably.
  • Buff Neutral infinite's far hitbox is larger (3.5u → 4u).
  • Change Neutral infinite is now weight independent.
  • Buff Silver Bow and all of its variations have 3 frames less ending lag.
  • Buff Uncharged Silver Bow deals more damage (3.75% → 4.2%).
  • Buff Uncharged Silver Bow travels faster (3.5 → 3.7).

Super Smash Bros. 4 1.1.3

  • Buff Electroshock/Electrocut Arm launch opponents at a significantly lower angle (50° → 43°), significantly improving their KO potential unless they are used extremely close to the upper blast zone.
  • Buff Grounded Electroshock Arm damage deals more damage (11.5% → 12%) and knockback (100 (base), 60 (scaling) → 99/67). When combined with its lower launch angle, this greatly improves its KO potential, especially from further distances from the blast zone.
    • Buff The higher knockback values also apply to Electrocut Arm.
  • Nerf Aerial Electroshock/Electrocut Arm have lower knockback scaling (60 → 58).
    • Buff While this does give them lower knockback, their lower launch angle means that they KO noticeably earlier in a majority of cases despite this.

Super Smash Bros. 4 1.1.4


Moveset[edit]

For a gallery of Dark Pit's hitboxes, see here.

  Name Damage Description
Neutral attack Forehand Slice (フォアハンドスライス) / Backhand Slice (バックハンドスライス) / Upper Swing (アッパースイング) / Spinning Cutter (スピニングカッター) / Upper Cutter (アッパーカッター) 2% 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 canceled reliably, with their most notable follow-ups being down tilt, down smash, dash grab, and neutral aerial.
2%
5%
0.8% (loop), 2% (last)
Forward tilt Cross Chop (クロスチョップ) 10% (tip), 7% (base) 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.
Up tilt Anti-Air Kick (アンチエアキック) 2% (hit 1), 3% (hit 2), 5% (hit 3) 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.
Down tilt Leg Cutter (レッグカッター) 6% 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.
Dash attack Dash Slice (ダッシュスライス) 11% 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.
Forward smash Dual Attack (デュアルアタック) 5% (hit 1), 10% (hit 2) 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).
Up smash Angel Spin (エンジェルスピン) 3% (hit 1), 2% (hit 2), 8% (hit 3) 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.
Down smash Low Attack Combination (ローアタックコンビネーション) 12% (base), 10% (tip) 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 Pit, Mario, Dr. Mario, Zelda and 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).
Neutral aerial Spinning Cycle (スピニングサイクル) 0.7% (hits 1-7), 4% (hit 8) 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 SHFF'd.
Forward aerial Front Cycle (フロントサイクル) 1.5% (hits 1-2), 4% (hit 3) 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.
Back aerial Air Stab (エアスタッブ) 8% (base), 12% (tip) 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.
Up aerial Lightning Rotor (ライトニングローター) 2% (hits 1-5) 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.
Down aerial Under-Arc Slash (アンダースラッシュ, Under Slash) 10% 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.
Grab Grab (つかみ)
Pummel Grab Kneebutt (つかみニーバット) 2% A quick knee jab. Relatively quick.
Forward throw Upper Swing (アッパースイング) 6% (hit 1), 4% (throw) 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.
Back throw Behind Throw (ビハインドスルー) 8% 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.
Up throw Stand Shoot (スタンドシュート) 4% (hit 1), 7% (throw) A handstand kick, similar to 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.
Down throw Bone Divide (ボーンディバイド) 2% (hit 1), 4% (throw) 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.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Dark Pit gets up and slashes on either side of himself.
Floor attack (back)
Floor getups (back)
  7% Gets up, then slashes forward and stabs behind himself.
Floor attack (trip)
Floor getups (trip)
  5% Spins his bow behind, then in front of him.
Edge attack
Edge getups
  7% Dark Pit flips onto the stage and delivers a sweep kick.
Neutral special Default Silver Bow 4.3%-10.9% Dark Pit shoots a purplish-black arrow from his bow. Can be slightly angled up or down while flying and can be aimed up while charging. More power and slightly faster than Pit's, although they cannot be curved as strongly. This makes them significantly less effective for gimping and edgeguarding, but more effective as a conventional projectile.
Custom 1 Piercing Bow 6.1%-13% A much bigger and slower arrow is launched which is stronger and passes through rivals. Cannot be angled.
Custom 2 Guiding Bow 2.6%-6.9% Dark Pit fires an arrow that can be curved as flexibly as Pit's but is weaker than normal. Deals slightly more damage than Pit's Guiding Bow, but also possesses lower maneuverability.
Side special Default Electroshock Arm 12% (ground), 9.5% (air) Dark Pit brings out his Electroshock Arm and charges forward with super armor, powerfully uppercutting the enemy. This move can reflect projectiles and sends them back at a 43 degree angle. Unlike Pit's Upperdash Arm, Dark Pit's variation sends the target flying at a lower angle, deals electrical damage, and has significantly better KO potential. Like Upperdash Arm, Electroshock Arm is an overall laggy attack, regardless of whether it is used on the ground or in the air. This is especially evident in regard to its aerial version, as missing it results in Dark Pit enduring a lengthy ending animation that can easily cause a self-destruct if it is used unwisely.
Custom 1 Electrocut Arm 13.5% (ground) 11.5% (air) 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.
Custom 2 Quickshock Arm 9.2% (ground) 7.2% (air) The dash is faster, which makes it better suited for horizontal recovery. Dark Pit also plows through opponents after hitting the uppercut. As a result, Dark Pit can either chase after an opponent for a potential follow-up, or avoid being punished by a shielding opponent. However, there is a slight delay until Dark Pit performs the dash, while the uppercut's slightly lower damage output and significantly lower knockback make it unsuited for KOing.
Up special Default Power of Flight 0% Dark Pit activates Viridi's Power of Flight and ascends very high. It covers a significant amount of distance, and the flight's direction can be angled in any way except downward, making it capable of being a purely vertical and nearly horizontal recovery option. With a maximum duration of 2.42 seconds (145.2 frames), Power of Flight also lasts much longer than the majority of other recovery moves. It also grants intangibility on frames 9-19 when used on the ground, and on frames 15-19 when used in the air.
Custom 1 Striking Flight 9.5% (clean), 6.5% (late) Dark Pit knocks away opponents at the move's start and apex. Deals damage, which makes it safer against edge-guards. However, it has more start-up, cannot be angled as much, and covers very minimal horizontal distance.
Custom 2 Breezy Flight 0% A tornado is created at the move's start that shoves opponents back. The flight is faster and Dark Pit emits a tornado upon start-up that pushes away opponents in the opposite direction of his ascent. However, it covers less distance.
Down special Default Guardian Orbitars 1.5× damage (reflected projectiles) Dark Pit uses his Guardian Orbitars to create energy shields on either side of him. They reflect projectiles with 50% more power and 70% more speed than they originally had, and can block melee attacks. However, they will break if they block a total of at least 50% while active, after which they require 10 seconds to regenerate. Guardian Orbitars also push away opponents who are near Dark Pit when he wields them, which makes them capable of edge-guarding. In the air, Dark Pit can also strafe while using them, even if they are broken. Guardian Orbitars have a minimum duration of 0.3 seconds (20 frames) and a maximum duration of 1.3 seconds (80 frames), and have moderate ending lag when deactivated. However, they leave Dark Pit open to attacks above and below him, and have moderate ending lag unless they are broken; in the latter case, ending lag is significantly reduced and allows Dark Pit to react almost immediately.
Custom 1 Impact Orbitars 5% Offensive variations that generate two semi-spike hitboxes on each side of Dark Pit. They also grant super armor. However, they have a much shorter duration, and are unable to reflect projectiles or block melee attacks.
Custom 2 Amplifying Orbitars 2× damage (reflected projectiles) 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.
Final Smash Dark Pit Staff 1% (startup) 39% (beam) 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[edit]

Stats Weight Dash speed Walk speed Traction Air friction Air speed Air acceleration Gravity Falling speed Jumpsquat Jump height Double jump height
Value 96 1.5 – Initial dash
1.66215 – Run
1.199 0.0505 0.008 0.89 0.01 – Base
0.065 – Additional
0.081 1.48 – Base
2.368Fast-fall
5 31 - Base
14.955608 - Short hop
23.70148302, 19.110125, 15.01259414

Announcer call[edit]

Sound.png This article could use additional or higher-quality audio files.
The editor who added this tag suggests: Needs announcer calls from other languages.
If you have a good audio file for this article, upload it here.

On-screen appearance[edit]

  • Slowly descends onto the stage while surrounded by rays of purple darkness that shine down from the sky.
DarkPitOnScreenAppearanceSSB4.gif

Taunts[edit]

  • Up taunt: Splits his bow into two, then rests one blade on his right shoulder while tauntingly signaling to come closer with his left blade, saying "Who wants some?". (かかってこい。, Come at me.).
  • Side taunt: Faces the screen and spins his bow's blades like a buzzsaw before ending in a pose, saying "Watch out!" (いくぜ!, Let's go!).
  • Down taunt: Stands upright and points his bow in front of him , similarly to the pose in his official artwork (regardless if split or not), while saying "Game on!". (死にたい奴は前に出ろ。, Folks on the losing end step out front.). Dark Pit's Japanese quote is a reference to Chapter 21 in Kid Icarus: Uprising, a similar quote being said by him during Pit's and Dark Pit's "pre-boss battle" rallying cry.
Up taunt Side taunt Down taunt
DarkPitUpTauntSSB4.gif DarkPitSideTauntSSB4.gif DarkPitDownTauntSSB4.gif

Idle poses[edit]

  • Briefly fiddles with his Silver Bow. Dark Pit will split it into its blades if it is in its bow form.
  • Taps the tips of his buskins on the ground and then impatiently hops in place.
DarkPitIdlePose1WiiU.jpg DarkPitIdlePose2WiiU.jpg

Crowd cheer[edit]

English Japanese
Cheer
Description Pittoo! Pittoo! Pittoo! Black Pit! Burapi!
Pitch Group chant Group chant

Victory poses[edit]

A small excerpt of Dark Pit's Theme from Kid Icarus: Uprising.
  • Flies down, sticks his Silver Bow to the ground, then crosses his arms before saying "Can't help but feel sorry for ya!" (貴様らに舞い降りる翼はない。, Wings aren't swooping down at all of you.)
  • Twirls the Dark Pit Staff, then points it outward, while saying "Looks like I'm the last man standing!" (俺はまだ生きているぞ!, I'm still living on right here!)
  • Spreads his right hand to the side before pumping his fist out in front of him, saying "Nice try!" (ふん! しゃらくさい。, Hmph! Impudent.) The final pose appears similar to his pose in his official artwork, sans the Dark Pit Staff.
    • If Pit is present after a match, there is a chance he will instead say "Where's your goddess now?!" (どうだ? 女神のフンめ。, How's that? Piece of goddess crap.)
DarkPitPose1WiiU.gif DarkPitPose2WiiU.gif DarkPitPose3WiiU.gif

In competitive play[edit]

Tier placement and history[edit]

In the early metagame, players considered Pit to be a mid-tier character, mainly because of his small playerbase and sparse tournament results. Despite this perception, however, players such as Earth, KiraFlax, and Kuro spearheaded his metagame and prove he could keep up with the faster pace of the metagame. This consensus also applied to his clone, Dark Pit, because of their very minor gameplay differences. Earth's efforts in competitive play, most notably placing 13th at GENESIS 3, supported Pit's viability as a character. As a result, he was ranked 18th on the first tier list.

However, while Pit's tournament results were impressive up to this point, they have never been as consistent or common as other mid-tier characters such as Bowser. As a result, Pit's continually barren result and very small playerbase, the addition of DLC characters such as Bayonetta and Cloud, and Earth's declining results, leading him to pick up Corrin as as secondary, hindered his standing within subsequent tier lists: Pit fell to 24th on the second tier lsit, 30th/31st on the third list, and finally 32nd on the fourth list. Dark Pit followed a largely similar path to Pit: although he was initially ranked 17th on the first tier list, a place above Pit, the second tier list saw him drop to 27th, 3 spots below Pit. Subsequent tier lists had him ranked alongside Pit due to how similar the characters were.

Although some have argued that his current placement is accurate, other players such as Dabuz noted that both Pits should be ranked lower due to possessing a weak moveset as well as having one of the worst representation in the metagame. Some players also believed that Dark Pit should be ranked lower than his clone due to the former seeing even worse representation than the latter. Nevertheless, both Pits have seen no major shift in perception since the game's launch and remain a mid-tier character.

Official Custom Moveset Project[edit]

Character Custom sets available
Pit (SSB4) Pit 3111 3112 1113 2113 3113
2111 2112 1112 3311 3121
Character Custom sets available
Dark Pit (SSB4) Dark Pit 3111 3112 1113 2113 3113
2111 2112 1112 3311 3121

Most historically significant players[edit]

Any number following the Smasher name indicates placement on the PGR 100, which recognizes the official top 100 players in Super Smash Bros. 4 of all time.

See also: Category:Pit players (SSB4); Category:Dark Pit players (SSB4)

In Solo Modes[edit]

All-Star Mode[edit]

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 Wii Fit Trainer, Rosalina & Luma, Greninja, Lucina, Robin, Shulk, Corrin, and Bayonetta.

Super Smash Bros. for Wii UEvent Matches[edit]

Solo Events[edit]

Co-op Events[edit]

Congratulations screens[edit]

3DS[edit]

Wii U[edit]

Trophies[edit]

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.

3DS Classic Mode trophy
Wii U Classic Mode trophy
Dark Pit
NTSCSuper Smash Bros. for Nintendo 3DS 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.
NTSCSuper Smash Bros. for Wii U 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.
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.
3DS: Kid Icarus: Uprising (03/2012)
3DS All-Star Mode trophy
Wii U alternate trophy
Dark Pit (Alt.)
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.
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.
3DS: Kid Icarus: Uprising (03/2012)
Dark Pit Staff trophy
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.

Alternate costumes[edit]

Alternate costume (SSB4)
Dark Pit (SSB4) Dark Pit (SSB4) Dark Pit (SSB4) Dark Pit (SSB4) Dark Pit (SSB4) Dark Pit (SSB4) Dark Pit (SSB4) Dark Pit (SSB4)

Gallery[edit]

Trivia[edit]

  • Dark Pit was originally supposed to be an alternate costume for Pit. However, Masahiro Sakurai decided to make the two separate characters due to feeling that Dark Pit using the Three Sacred Treasures to be unfitting.
    • Ironically, Pit's Final Smash in Ultimate was changed to the Lightning Chariot, which has been used by both Pit and Dark Pit, thus defeating the original purpose of separating the two characters.
  • Upon getting K.O.ed, Dark Pit may utter "It's not over...!" ("まだ終わらんぞ....!", It's not over yet....!), a reference to his line upon being defeated by Pit during his boss fight in Chapter 6 of Kid Icarus: Uprising.
  • Both Pit and Dark Pit, akin to the former in Brawl, have some of their moves not applying to their bow being split apart or put together. The moves that fit this are their down tilt, dash attack, up special, down taunts (despite both of them being different), rolls and sidestep (only if the latter two are done at the frame before their shielding animation properly occurs).
  • Dark Pit is the only full clone to not have a corresponding cloned Final Smash, though his Final Smash is a clone of Zelda and Sheik's Light Arrow.
  • 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.
    • However, after 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 Duck Hunt are the only two newcomers not to appear in Super Smash Bros. for Wii U's opening movie.
  • In Super Smash Bros. for Nintendo 3DS, 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.

References[edit]

External links[edit]