Template:SSB4 to SSBU changelist/Dark Pit
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Aesthetics
- Due to the aesthetic used in Ultimate, Dark Pit's model features a more subdued color scheme, now more closely resembling his appearance in Kid Icarus: Uprising. Like Pit, his eyes and hair appear more detailed, with the latter having a more cel-shaded appearance. His clothing and wings now feature subtle detailing.
- Most of Dark Pit's alternate costumes have been altered, using more vibrant and easily distinguishable colors.
- Dark Pit's idle animation has been slightly altered. However, he reverts to his SSB4 idle pose when holding a small item.
- Many of Dark Pit's expressions, including when Screen KOed, are now identical to Pit's.
- Dark Pit's down and side taunts are performed faster.
Attributes
- Like all characters, Dark Pit's jumpsquat animation takes 3 frames to complete (down from 5).
- Dark Pit walks faster (1.199 → 1.259).
- Dark Pit runs much faster (1.66215 → 1.828).
- Dark Pit's initial dash is significantly faster (1.5 → 2.09).
- Dark Pit's air speed is higher (0.89 → 0.935).
- Dark Pit's air acceleration is higher (0.065 → 0.075).
- Dark Pit's traction is significantly higher (0.0505 → 0.135), being tied with Pit's for the second highest in the game.
- Forward roll has more ending lag (FAF 28 → 30).
- Back roll has more startup (frame 4 → 5) and ending lag (FAF 28 → 35).
- Spot dodge has more startup (frame 2 → 3).
- Air dodge has more startup (frame 2 → 3) and significantly more ending lag (FAF 32 → 53).
- Air dodge grants more intangibility (frames 2-26 → 3-29).
Ground attacks
- Neutral attack:
- The first hit has less startup lag (frame 5 → 4), with its total duration reduced as well (FAF 27 → 26).
- Neutral infinite has a new animation: instead of slashing horizontally with his bow fully formed like a buzzsaw, Dark Pit quickly slashes with the bow split in two.
- The infinite has a shorter gap between hits (3 frames → 2), alongside a different angle (25°/120° → 361°) and knockback values (18/4 set/100 scaling → 8 base/10 scaling). This allows it to connect much more reliably, with opponents no longer being able to jump out of it before the finisher comes out.
- The neutral infinite deals drastically less hitlag, making it harder to SDI out of.
- The infinite's finisher has less startup with a longer hitbox duration (frame 5 → frames 4-5). The hitbox is also larger, making it identical to Pit's.
- The finisher deals more knockback (45 base/170 scaling → 40/185).
- The third hit and infinite deal less damage (5% → 4% (hit 3), 0.8% → 0.5% (infinite)).
- The third hit has a shorter hitbox duration (frames 3-4 → 3).
- The infinite's finisher has more ending lag (FAF 40 → 48).
- The first and second hits of neutral attack have altered angles and knockback to keep opponents close to Dark Pit, akin to other neutral attacks. This allows them to connect better and jab lock, but worsens their jab cancel setups.
- The infinite has gained a shieldstun multiplier of 3×. This allows it to lock opponents into their shields between each hit, and thus pressure them more effectively, but also allows them to cancel shieldstun and punish Dark Pit more easily if they shield 10 hits or more.
- Forward tilt:
- Forward tilt has increased base knockback (15 → 40), making it identical to Pit's. This improves its KO potential.
- Forward tilt has a slightly altered animation during which Dark Pit lunges less far, reducing the move's range.
- Up tilt:
- Up tilt's animation has been altered into two lunging upward kicks. The move deals two hits instead from three, with its hitbox timings altered (frames 6, 8-10, 15-16 → 6-8, 15-16).
- It has noticeably less ending lag (FAF 43 → 33), which combined with Dark Pit's faster jumpsquat and jump speed turns it into a reliable combo starter.
- The first hit uses the autolink angle (100° → 365°) and has lower set knockback (110 → 85), enabling it to connect better into the second hit.
- Up tilt deals less total damage (10% → 9%).
- It has smaller hitboxes (4.5u → 4u (hit 1), 7.5u → 6u (hit 2)).
- The second hit has increased base knockback (50 → 70), but significantly reduced knockback scaling (120 → 30). This removes its KO potential at high percents, but allows it to combo at a much wider percent range combined with its other changes.
- Down tilt:
- Down tilt has less ending lag (FAF 32 → 26) and launches at a more vertical angle (55° → 83°) and has less knockback scaling (50 → 46).
- Combined with Dark Pit's faster jumpsquat, this significantly improves its combo potential to the point that it gains a kill confirm into Up aerial at high percents.
- It moves Dark Pit forward slightly with each use, allowing for a pseudo-crawl.
- Down tilt has less ending lag (FAF 32 → 26) and launches at a more vertical angle (55° → 83°) and has less knockback scaling (50 → 46).
- Dash attack:
- Dash attack's animation has been altered to a downward swipe of Dark Pit's blade. Dark Pit no longer spins during the animation.
- It has drastically increased knockback scaling (50 → 74), greatly improving its KO ability.
- Forward smash:
- Forward smash has less ending lag (FAF 59 → 55).
- The first hit has altered angles (70°/35/70°/0° → 100°/70°/35°/192°), and its outermost hitboxes' set knockback is lower against grounded opponents (43 → 20), but higher against aerial opponents (5 → 20). This allows it to connect better into the second hit, with aerial opponents no longer being to air dodge the second hit when struck by the outermost hitboxes.
- The second hit has a longer hitbox duration (frame 21 → frames 21-22).
- The first hit has more range, but the second has less range. This makes it easier to land the first hit of the move and harder to land the second.
- Up smash:
- Up smash's first hit has altered angles (365°/365°/105° → 365°/120°/120°/367°/105° (clean), 110° → 110°/123° (late, grounded/aerial opponents)), allowing it to connect more reliably.
- The third hit has more knockback scaling (102 → 111).
- Down smash:
- Down smash's clean front hit has increased knockback (35 base/93 scaling → 40/98), improving its KO potential.
- The first hit launches at a lower angle (55° → 48°), further aiding in KO potential.
Aerial attacks
- All aerials have reduced landing lag (24 frames → 14 (neutral, up), 20 → 12 (forward), 20 → 8 (back), 24 → 12 (down)).
- Neutral aerial:
- Neutral aerial's looping hits use five different hitboxes instead of four, and its two smallest hitboxes have been increased (2u/2.5u → 2.5u/3u), which have altered angles (65°/125°/25°/160° → 48°/335°/220°/140°/130°) and set knockback values (70/70/20/20 → 50/30/30/30/65). This allows them to connect more reliably and reduces the blindspots around Dark Pit.
- The looping hits have reduced hitlag (1× → 0.5×) and SDI multipliers (1× → 0.8×), making them harder to escape from.
- The looping hits have longer hitbox durations (1 frame → 2 frames).
- The last hit deals more damage (4% → 4.5%).
- The final hit is larger (9.2u → 9.5u), and has been repositioned (Y offset: 8 → 9.5, Z offset: 2 → 3), improving its horizontal and vertical range.
- Forward aerial:
- Forward aerial deals noticeably more damage (1.5% → 2.5% (hits 1-2), 4% → 6% (hit 3); 7% → 11% (total)), with knockback scaling not fully compensated on the last hit (180 → 148), slightly increasing its KO potenial.
- The looping hits have reduced hitlag multipliers (1× → 0.8×), making them harder to SDI out of.
- The looping hits have larger hitboxes (1.5u → 2.3u), and extend further (Z offset: 11-18 → 10-19), improving its range.
- Back aerial:
- Back aerial's sweetspot launches at a lower angle (46° → 43°) and has increased knockback scaling (96 → 105), improving its KO potential.
- Due to its significantly reduced landing lag, the sourspot is a much more reliable combo starter.
- It has slightly larger hitboxes (3.4u (sweetspot)/3.2u (sourspot) → 3.7u/3.5u).
- Up aerial:
- The move has less startup (frame 12 → 10) and ending lag (FAF 50 → 41), and autocancels earlier (frame 37 → 35).
- Up aerial's linking hits deal less damage (2% → 1.5%), but the last hit deals substantially more damage (2% → 5%), increasing its total output (10% → 11%).
- The last hit has different knockback values (5 base/270 scaling → 50/143), improving its safety on hit at lower percents, while also drastically improving its KO potential when combined with the increased damage.
- The last hit launches at a higher angle (68° → 80°), no longer being vulnerable to LSI and improving its juggling ability.
- The looping hits have reduced hitlag multipliers (1× → 0.8×), making them harder to SDI out of.
- Down aerial:
- Down aerial's meteor smash sweetspot is larger (3u → 4u), and extends further downwards (Y offset: -4 → -4—-6) making it easier to edgeguard with it.
- The clean hit's sourspot has more knockback scaling (80 → 100), while its sweetspot has more base knockback against aerial opponents (0 → 10), improving its KO potential.
- The removal of teching for grounded meteor smashes improves down aerial's combo potential onstage at high percents, compounded further by its reduced landing lag.
Throws and other attacks
- All grabs have increased ending lag (FAF 30 → 35 (standing), 37 → 43 (dash), 35 → 38 (pivot)).
- Dash and pivot grab have slightly more startup lag (frame 8 → 9 (dash), 9 → 10 (pivot)).
- Dash grab has slightly less range (Z2 offset: 11.8u → 11.5u).
- Pummel:
- Pummel deals less damage (2% → 1.3%).
- It deals more hitlag (4 frames → 14), but has less startup (frame 2 → 1) and much less ending lag (FAF 16 → 7).
- Back throw:
- Back throw releases the opponent slower (frame 24 → 29), making it easier to DI.
- However, its total duration remains unchanged, decreasing its ending lag as a result. This improves its combo ability.
- Back throw's speed is no longer weight-dependent. This gives it far more combo ability on heavyweights, while still being increased on lightweights due to its lower ending lag.
- Back throw releases the opponent slower (frame 24 → 29), making it easier to DI.
- Up throw:
- Up throw has more ending lag (FAF 33 → 38).
- Down throw:
- Down throw has increased combo potential due to Dark Pit's faster jumpsquat and jump speed.
- Edge attack:
- Edge attack deals more damage (7% → 9%).
Special moves
- Silver Bow:
- Silver Bow has less startup (frame 20 (grounded)/22 (aerial) → 16), and drastically less ending lag on the ground (FAF 59 → 47), improving its camping ability.
- It deals considerably more damage (4.3125% → 5.5% (uncharged), 10.95% → 14% (fully charged)), making it far stronger compared to Palutena Bow.
- It launches at a lower angle (60° → 45°), allowing it to edgeguard more effectively.
- The arrows travel faster.
- It has received negative shield damage (0 → -2.2).
- Firing a fully charged arrow causes the screen to shake.
- Electroshock Arm:
- Grounded and aerial Electroshock Arm have less ending lag if missed (FAF 83 (grounded)/121 (aerial) → 80/105). The aerial version also has less ending lag upon activation (FAF 58 → 52).
- Electroshock Arm launches at a lower angle (43° → 40°), slightly improving its KO ability.
- The aerial version has a shorter hitbox duration upon activation (frames 2-5 → 2-3).
- Dark Pit's "Electroshock!" voice clip has been moved to when he summons the Electroshock Arm rather then attacking with it and he no longer consistently vocalizes.
- Additionally, he now uses both voice clips from using Power of Flight from Smash 4 whenever he strikes an opponent with the attack. Should he attack an opponent after saying "Electroshock!", he will remain silent.
- Power of Flight:
- Power of Flight can sweetspot edges from behind.
- Power of Flight now flies in a slight arc, moving outwards slightly before pulling back inwards again. The overall finishing location appears unchanged, however.
- It takes longer for Dark Pit to move after he begins to fall, leaving him more vulnerable to attacks.
- Power of Flight now uses Dark Pit's charging and attacking voice grunts when using Electroshock Arm from Smash 4.
- Guardian Orbitars:
- Guardian Orbitars has less startup (frame 9 → 7), and much less ending lag if not extended (FAF 64 → 50), making it more reliable for reflecting projectiles.
- They have less ending lag upon release (FAF 24 → 19), and the minimum amount of time they have to be held for upon activation is shorter (20 frames → 15).
- They can be held for a longer amount of time (80 frames → 100).
- They gradually shrink the longer they are held out.
- They have less HP against physical attacks (18 → 15).
- Unlike in Smash 4, Dark Pit's left foot noticeably sticks out from the bottom, leaving it more easily exposed to attacks from the side that wouldn't have normally hit him in Smash 4.
- Dark Pit Staff:
- Dark Pit Staff has drastically reduced knockback (50 base/100 scaling → 63/53), launching fighters a considerably shorter distance even from 0%, and no longer being one of the strongest in the game.