Dark Pit (SSBU)/Side special
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Overview[edit]
Update History[edit]
- Electroshock Arm has less ending lag after hitting an opponent in the air (FAF 56 → 52), making it identical to Pit's variant.
Hitboxes[edit]
Grounded[edit]
Aerial[edit]
Timing[edit]
Grounded[edit]
The move can drop Dark Pit off edges during frames 16-35.
Super armor | 11-26 |
---|---|
Inert hitbox | 16-35 |
Reflection | 16-35 |
Interruptible | 80 |
Animation length | 104 |
Aerial[edit]
Dark Pit can grab ledges from both sides during any portion of the move.
Super armor | 11-26 |
---|---|
Inert hitbox | 19-35 |
Reflection | 19-35 |
Interruptible | 105 |
Animation length | 114 |
Grounded hit[edit]
Reflection | 1-4 |
---|---|
Hitbox | 2-4 |
Interruptible | 50 |
Animation length | 90 |
Aerial hit[edit]
On frame 4, the move applies momentum of 0.5 backward (in units of distance per frame) and 2.5 upward, even if the hitbox does not hit anything. Dark Pit can grab ledges from both sides during any portion of the move.
Reflection | 1-5 |
---|---|
Hitbox | 2-5 |
Interruptible | 52 |
Animation length | 67 |
Landing lag[edit]
This applies to the aerial version either when missed or after a hit.
Animation length | 30 |
---|
Lag time |
Hitbox |
Hitbox change |
Vulnerable |
Reflect |
Armour |
Interruptible |
Parameters[edit]
Move[edit]
Distance multiplier | 1.2 |
---|---|
Speed multiplier on hit | 0.5 |
Landing lag | 30 frames |
Reflector[edit]
Unlike other reflectors, Electroshock Arm keeps a reflected projectile's remaining lifetime instead of resetting it, and thus does not have a lifetime multiplier. It also reflects them at an angle of 50° rather than simply reversing their trajectory.
Bone | top |
---|---|
Offsets | [0, 8, 7.5] |
Size | 6.5u |
Damage threshold | 50% |
Reflection angle | 50° |
Damage multiplier | 1 |
Speed multiplier | 1 |
Trivia[edit]
- Oddly enough, despite having electric SFX, the aerial version's hitbox lacks the electric effect, instead using a normal effect like Upperdash Arm.
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