Super Smash Bros. Ultimate

Dark Pit (SSBU): Difference between revisions

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Revision as of 11:49, February 14, 2019

This article is about Dark Pit's appearance in Super Smash Bros. Ultimate. For the character in other contexts, see Dark Pit.
Dark Pit
in Super Smash Bros. Ultimate
Dark Pit SSBU.png
KidIcarusSymbol.svg
Universe Kid Icarus
Other playable appearance in SSB4


Availability Unlockable
Final Smash Dark Pit Staff
Dark Pit (SSBU)
Dark Pit is Pit's echo fighter. His abilities are mostly the same as Pit's, but his hair and clothes are different colors, he summons different weapons, and celebrates victory to a different tune.
Super Smash Blog, Super Smash Bros. Ultimate Official Site

Dark Pit (ブラックピット, Black Pit) is a playable character in Super Smash Bros. Ultimate. He was confirmed as a playable character on June 12th, 2018. He is an Echo Fighter of Pit, thus being classified as fighter #28ε.

Antony Del Rio and Minami Takayama's portrayals of Dark Pit from Smash 4 were repurposed for the English and Japanese versions of Ultimate, respectively, with the former once again remaining uncredited. However, they both provide new voice clips for certain Palutena's Guidance conversations.

How to unlock

Complete one of the following:

  • Play VS. matches, with Dark Pit being the 54th character to be unlocked.
  • Clear Classic Mode with Samus or any character in her unlock tree, being the eighth character unlocked after Wario.
  • Have Dark Pit join the player's party in World of Light.

With the exception of the third method, Dark Pit must then be defeated on Reset Bomb Forest.

Differences from Pit

As in Smash 4, Dark Pit is almost completely identical to Pit, with all moves except his neutral special, side special, and Final Smash having identical properties. His differences, while few, are fairly notable. Silver Bow's arrows are faster and stronger but have reduced control, making them more useful as standard projectiles than for edgeguarding or zoning, while Electroshock Arm launches at a lower angle, making it better as a KOing move than Upperdash Arm.

However, Dark Pit's differences are marginal compared to some other Echo Fighters (such as Lucina, Chrom, and Ken), so choosing him over Pit is almost entirely up to personal preference.

Aesthetics

  • Change As with all other Echo Fighters, Dark Pit has unique taunts and victory poses.
  • Change Dark Pit has darker colored effects for some moves, such as Power of Flight and Silver Bow.
  • Change Dark Pit's defeated/No Contest animation is different.
  • Change Dark Pit has a unique victory theme.
  • Change Dark Pit's on-screen appearance has him descend while surrounded by purple rays of light as opposed to yellow ones.
  • Change The Silver Bow's trail is silver with cerulean accents, whereas the Palutena Bow's trail is metallic gold with cerulean accents. Unlike the Palutena Bow, the Silver Bow is not accompanied with halos or an archery gauntlet.

Special moves

  • Silver Bow:
    • Buff Silver Bow deals considerably more damage (3.2% → 5.5 (uncharged), 8.6 → 14% (fully charged)) than Palutena Bow, and launches opponents at a lower angle (60° → 45°), allowing it to KO more effectively.
    • Change Silver Bow launches opponents at a lower trajectory. improving its KOing ability near ledges.
    • Buff Silver Bow travels slightly faster and further.
    • Nerf Silver Bow lasts for a shorter amount of time, and its trajectory cannot be controlled as much.
  • Electroshock Arm:
    • Buff Electroshock Arm deals more damage (11% → 12% (grounded), 9% → 9.5% (aerial)), although with lower knockback values by comparison (grounded: 100 base/72 scaling → 99/67, aerial: 90 base/72 scaling → 90/58).
    • Nerf The aerial version has more ending lag upon activation (FAF 52 → 58).
    • Change Electroshock Arm sends opponents at a lower angle than Upperdash Arm (80° → 40°). This improves its KO ability near edges, but reduces it at the center of the stage.
    • Change As implied by its name, Electroshock Arm has an electric effect.
  • Power of Flight:
    • 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 unique Final Smash, being Dark Pit Staff.

Changes from Super Smash Bros. 4

Dark Pit no longer has a weaker forward tilt or smaller neutral finisher, marginally buffing him in comparison to Pit. However, because of these changes, he now has a completely identical moveset to his counterpart, with the only mechanical differences between him and Pit being his Silver Bow, Electroshock Arm, and Dark Pit Staff. Like Pit, he has been drastically buffed in comparison to his Smash 4 iteration, benefiting largely from the universal changes in Ultimate, and having increased KO ability on several of his moves.

Aesthetics

  • Change As with all veterans returning from SSB4, Dark Pit's model features a more subdued color scheme. His clothing and wings now feature simple detailing, and like Pit, his eyes and hair appear more detailed.
  • Change Dark Pit's idle animation has been slightly altered.
  • Change Dark Pit's down and side taunts are performed faster.
  • Change Many of Dark Pit's expressions, including when Screen KOed, are now identical to Pit's.

Attributes

  • Buff Like all characters, Dark Pit's jumpsquat animation now takes 3 frames to complete (down from 5).
  • Buff Dark Pit walks faster (1.199 → 1.259).
  • Buff Dark Pit runs much faster (1.66215 → 1.828).
    • Buff Dark Pit's initial dash is significantly faster (1.5 → 2.09).
  • Buff Dark Pit's air speed is higher (0.89 → 0.935).
  • Buff Dark Pit's air acceleration is higher (0.065 → 0.075).
  • Buff Dark Pit's traction is significantly higher (0.0505 → 0.135), now being tied with Pit's for the second highest in the game.
  • Nerf Forward roll has more ending lag (FAF 28 → 30).
  • Nerf Back roll has more startup (frame 4 → 5) and ending lag (FAF 28 → 35).
  • Nerf Spot dodge has more startup (frame 2 → 3).
  • Nerf Air dodge has more startup (frame 2 → 3) and significantly more ending lag (FAF 32 → 53).
  • Buff Air dodge grants more intangibility (frames 2-26 → 3-29).

Ground attacks

  • Neutral attack:
    • Buff Neutral 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.
    • Buff Neutral infinite deals drastically less hitlag, making it harder to SDI out of.
    • Buff The neutral 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.
    • Buff The finisher deals more knockback (45 base/170 scaling → 40/185).
    • Nerf The third hit and neutral infinite deal less damage (5% → 4% (hit 3), 0.8% → 0.5% (infinite)).
    • Nerf The third hit has a shorter hitbox duration (frames 3-4 → 3).
    • Nerf The neutral infinite's finisher has more ending lag (FAF 40 → 48).
    • Change 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.
    • Change Neutral infinite's animation has changed. Instead of slashing horizontally with his bow fully formed, Dark Pit now quickly slashes with the bow split in two.
  • Forward tilt:
    • Buff Forward tilt has increased base knockback (15 → 40), making it identical to Pit's. This improves its KO potential.
  • Up tilt:
    • Change Up tilt's animation has been altered into two lunging upward kicks. The move now deals two hits instead from three, with its hitbox timings altered (frames 6, 8-10, 15-16 → 6-8, 15-16).
    • Buff It has noticeably less ending lag (FAF 43 → 35), which combined with Dark Pit's faster jumpsquat and jump speed turns it into a reliable combo starter.
    • Buff 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.
    • Nerf Up tilt deals less total damage (10% → 9%).
    • Change 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:
    • Buff Down tilt has less ending lag (FAF 32 → 26) and launches at a more vertical angle (55° → 75°). Combined with Dark Pit's faster jumpsquat, this significantly improves its combo potential.
    • Buff When used in quick succession, it can now make Dark Pit pseudo-crawl.
  • Dash attack:
    • Buff Dash attack's animation has been altered to a downward swipe of Dark Pit's blade. This gives it more vertical range.
    • Buff It has increased knockback scaling (50 → 74), drastically improving its KO ability.
  • Forward smash:
    • Buff Forward smash has less ending lag (FAF 59 → 55).
    • Buff 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.
    • Buff The second hit has a longer hitbox duration (frame 21 → frames 21-22).
    • Change 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:
    • Change Up smash's clean first hit has altered angles (365°/365°/105° → 365°/120°/120°/367°/105°).

Aerial attacks

  • Buff All aerials have reduced landing lag (24 frames → 14 (neutral), 20 frames → 12 (forward), 20 frames → 11 (back), 24 frames → 14 (up), 24 frames → 12 (down)).
  • Neutral aerial:
    • Buff Neutral aerial's multi-hits use five different hitboxes instead of four, 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.
    • Buff The multi-hits deal drastically less hitlag, making them harder to SDI out of.
    • Buff The multi-hits have longer hitbox durations (1 frame → 2 frames).
    • Buff The last hit deals more damage (4% → 4.5%).
  • Forward aerial:
    • Buff 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), allowing it to KO slightly earlier.
    • Change The first two hits use a different kind of autolink angle (366° → 367°).
  • Back aerial:
    • Buff Back aerial's sweetspot launches at a lower angle (46° → 43°) and has increased knockback scaling (96 → 105), improving its KO potential.
  • Up aerial:
    • Buff 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%).
    • Buff The last hit has different knockback values (5 base/270 scaling → 50/130), which compensate for its KO ability at higher percents, but increase its knockback at lower percents, improving its juggling ability.
  • Down aerial:
    • Buff Down aerial's meteor smash hitbox is larger, making it easier to edgeguard with it.
    • Buff The clean hit's sourspot has increased knockback scaling (80 → 100), improving its KO potential.
    • Buff 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

  • Nerf All grabs have increased ending lag (FAF 30 → 35 (standing), 37 → 43 (dash), 35 → 38 (pivot)).
  • Nerf Dash and pivot grab have slightly more startup lag (frame 8 → 9 (dash), 9 → 10 (pivot)).
  • Pummel:
    • Nerf Pummel deals less damage (2% → 1.3%).
  • Back throw:
    • Nerf Back throw releases the opponent slower (frame 24 → 29), making it easier to DI.
      • Buff However, its total duration remains unchanged, decreasing its ending lag as a result. This improves its combo ability.
    • Buff Back throw 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.
  • Up throw:
    • Nerf Up throw has more ending lag (FAF 33 → 38).
  • Down throw:
    • Buff Down throw has increased combo potential due to Dark Pit's faster jumpsquat and jump speed.
  • Edge attack:
    • Buff Edge attack deals more damage (7% → 9%).

Special Moves

  • Silver Bow:
    • Buff Silver Bow has less startup (frame 20 (grounded)/22 (aerial) → 16), and drastically less ending lag on the ground (FAF 59 → 47).
    • Buff It deals considerably more damage (4.3125% → 5.5% (uncharged), 10.95% → 14% (fully charged)), making it far stronger compared to Palutena Bow.
    • Buff It launches at a lower angle (60° → 45°), allowing it to edgeguard more effectively.
    • Buff The arrows travel faster.
  • Electroshock Arm:
    • Buff Grounded and aerial Electroshock Arm have less ending lag if missed (FAF 83 (grounded)/121 (aerial) → 80/105).
    • Buff Electroshock Arm launches at a lower angle (43° → 40°), slightly improving its KO ability.
    • Nerf The aerial version has a shorter hitbox duration upon activation (frames 2-5 → 2-3).
    • Change Dark Pit always shouts "Electroshock!" when using Electroshock Arm. His other voice clip is used when he activates the Power of Flight.
  • Power of Flight:
    • Buff Power of Flight can now sweetspot edges from behind.
    • Nerf It takes longer for Dark Pit to move after he begins to fall, leaving him more vulnerable to attacks.
  • Guardian Orbitars:
    • Buff 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.
    • Buff The Guardian Orbitars can be held for a longer amount of time (80 frames → 100).
      • Nerf However, they now gradually shrink the longer they are held out.

Update history

1.1.0

  • Nerf Up throw's ending lag has been increased (FAF 33 → 38), making it identical to Pit's.

Moveset

Note: All numbers are listed as base damage, without the 1v1 multiplier.

  Name Damage Description
Neutral attack   2% A reverse gripped downward slash, followed by a reverse gripped inward slash, then by an upward slash. If button mashed, Dark Pit will instead follow up the second slash with a flurry of slashes using both blades, which concludes with a lunging outward slash.
2%
4%
0.5% (loop), 2% (last)
Forward tilt   7% (base), 10% (tip) Arcs his body forward to perform a scissoring slash. It is decent for spacing and possesses above average power for a tilt attack, with its sweetspot KOing middleweights at around 150% from the center of Final Destination. Due to it hitting on frame 10, however, it is Dark Pit's slowest tilt attack, and its base hitboxes KO significantly later due to their lower damage output. Overall, it is one of Dark Pit's most situational attacks.
Up tilt   4% (hit 1), 5% (hit 2) Two alternate lunging kicks upward. Compared to Smash 4, where it was nearly useless due to its short range, high ending lag and lack of combo or KO potential, its much more favorable ending lag and knockback in Ultimate allow it to combo reliably into a neutral aerial or up aerial, even up to high percents.
Down tilt   6% A kneeling outward slash. Its minimal startup and low ending lag make it Dark Pit's best grounded spacing option, and it launches at a vertical angle, allowing it to combo into a dashing up smash at low percents, and a neutral, forward or up aerial from low to mid percents.
Dash attack   11% A spinning inward slash. Its fast startup, long range and respectable damage output make it excellent for punishing landings, while it also possesses enough knockback to KO at high percents, starting at around 160%. However, like other dash attacks, its moderate ending lag makes it punishable on shield.
Forward smash   5% (hit 1), 10% (hit 2) Performs a reverse gripped inward slash with a blade, then quickly reassembles the Silver Bow in order to perform an outward slash with the Silver Bow. Its first hit has low set knockback to connect reliably into its second hit. Due to hitting on frame 10, it is also one of the fastest forward smashes in the game. The second hit can KO middleweights at around 120% from the center of Final Destination.
Up smash   3% (hit 1), 2% (hit 2), 8% (hit 3) Jumps to perform three upward slashes. It hits on frame 6, making it one of the fastest smash attacks overall. It is also a useful anti-air attack due to its long vertical range and disjointed hitboxes. However, it conversely possesses short horizontal range, resulting in it hitting grounded opponents only if they are at point-blank range in front of Dark Pit.
Down smash   12% (base), 10% (tip) Performs a kneeling outward slash with a blade, followed by a squatting reverse gripped thrust behind himself with the other blade. Its sweetspot is located at the base of each blade. Like Dark Pit's other smash attacks, it is among the fastest of its kind, hitting on frame 5. While the first hit has higher base knockback and both hits have equal knockback scaling, the back hit's sweetspot KOs earlier thanks to its semi-spike angle.
Neutral aerial   0.7% (hits 1-7), 4.5% (hit 8) A buzzsaw-like series of slashes in front of himself. It hits multiple times, with its last hit having high knockback scaling. It has the fastest startup out of Dark Pit's aerials (hitting on frame 4), long lasting hitboxes, and autocancels in a short hop quickly after the hitboxes cease, making it useful for approaching, edgeguarding, and canceling out weak projectiles.
Forward aerial   2.5% (hits 1-2), 6% (hit 3) Lunges forward to perform a buzzsaw-like series of slashes that hit up to three times. The last hit has high knockback scaling, KOing middleweights at around 175% from the center of Final Destination, and at around 130% at the edge, making it useful for edgeguarding at high percents. Like neutral aerial, it also autocancels quickly in a short hop, but has comparatively longer horizontal range, so it is a safe approach option. However, it has moderate startup lag and minimal vertical range.
Back aerial   12% (tip), 8% (base) A double reverse gripped thrust. It has a sourspot at the base of Dark Pit's blades that launches vertically with weak knockback, allowing it to combo into several grounded moves and aerials (including another back aerial) from low to mid percents on landing. Conversely, the tip of the blades possess a sweetspot that launches horizontally with the highest knockback out of Dark Pit's aerials, KOing at around 135% from center stage, and making it one of Dark Pit's most reliable KO options. However, the sweetspot can be difficult to land due to having lower priority than the sourspot, as well as the move's moderate startup lag.
Up aerial   1.5% (hits 1-4), 5% (hit 5) An overhead, buzzsaw-like series of slashes. It hits multiple times, with its last hit launching vertically. Combined with the long duration of its hitboxes, this allows it to function as a reliable juggling tool. With proper timing and spacing, it can also hit characters on the ground upon landing and start combos, much like his back aerial's sweetspot. However, its moderate startup and long total duration make it punishable if used high up from the ground and missed.
Down aerial   10% A downward arcing reverse gripped slash. It has a sweetspot on the first hit frame that is a meteor smash, while its fairly long range and ability to autocancel in a short hop allows it to function as an approach option. It also has the fastest total duration out of Dark Pit's aerials, and its non-meteor hitboxes launch opponents vertically, allowing it to combo into other aerials from low to mid percents. While its meteor smash is relatively weak, it is among the fastest, coming out on frame 10.
Grab   Reaches out with his free hand.
Pummel   1.3% A knee strike. A fairly fast pummel.
Forward throw   6% (hit 1), 4% (throw) Slashes the opponent away. Dark Pit's strongest throw, KOing middleweights at around 130% near edges. Although it is best suited for KOing, it is decent at setting up edgeguards, and even has minimal combo potential, leading into a dash attack at low percents.
Back throw   8% Grabs the opponent by their head, spins around with them in tow, and them slams them onto the ground headfirst. Besides setting up edgeguards, it can combo into a dash attack at low percents, or act as a setup into Silver Bow at mid to high percents.
Up throw   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   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 low percents, and into any of Dark Pit's aerials except down aerial until high percents.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Slashes on either side of himself while getting up.
Floor attack (back)
Floor getups (back)
  7% Slashes in front of himself, then thrusts behind himself while getting up.
Floor attack (trip)
Floor getups (trip)
  5% Spins the Silver Bow behind himself and then in front of himself before getting up.
Edge attack
Edge getups
  9% Performs a hook kick while climbing up.
Neutral special Silver Bow 5.5% (uncharged), 14% (fully charged) Shoots a purplish-black arrow from his bow. Can be slightly angled up or down while flying and can be aimed up while charging. The arrows deal considerably more damage and knockback than Pit's, and are slightly faster, although they cannot be curved as strongly. This makes them significantly less effective for gimping and edgeguarding, but more effective as a conventional projectile.
Side special Electroshock Arm 12% (grounded), 9.5% (aerial), 1× (reflected projectiles) Wields the Electroshock Arm to perform a dashing uppercut. It grants super armor during the dash, and reflects projectiles at roughly 45°. However, it is an overall laggy attack, especially if missed; the aerial version in particular has a total duration of 104 frames (roughly 1.73 seconds), leaving Dark Pit prone to self-destructs if used below ground level. Nevertheless, it can aid his recovery, as it is capable of sweetspotting edges and can still allow him to get back to the stage if he has enough jumps left. Compared to Pit's Upperdash Arm, Electroshock Arm has an electric effect, deals more damage, and launches opponents horizontally instead of vertically, allowing it to KO earlier near edges; however, its lower knockback values make it weaker from center stage, with the grounded version KOing middleweights at around 125% instead of 110%.
Up special Power of Flight Soars through the air by using the Power of Flight. 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. It also grants intangibility on frames 9-19 when used on the ground, and on frames 15-19 when used in the air. Due to its high landing lag and lack of hitboxes, however, it leaves Dark Pit more vulnerable than other recoveries, especially if he does not grab an edge.
Down special Guardian Orbitars 1.5× (reflected projectiles) Wields the Guardian Orbitars to create twin energy shields that protect his left and right sides. They reflect projectiles with 50% more power and 70% more speed than they originally had, and can block physical attacks. However, they have 15 HP for physical attacks, with 0.07 HP regenerated every frame (4.2 HP per second), and break if it is fully depleted, 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 edgeguarding. In the air, Dark Pit can drift while using them, even if they are broken. Guardian Orbitars have a minimum duration of 20 frames (0.33 seconds) and a maximum duration of 100 frames (1.66 seconds). However, they leave Dark Pit open to attacks from above and below him, and they gradually shrink in size as they are held out.
Final Smash Dark Pit Staff 1% (startup), 39% (beam) Pulls out his namesake weapon, and fires an extremely powerful charged shot with nearly infinite horizontal range. Opponents are sent flying diagonally, and the closer they are to Dark Pit when the Final Smash activates, the more damage they take.

On-screen appearance

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

Taunts

  • Up Taunt: Taps his shoulder with one of his blades and motions with his left hand, saying "Who wants some?" (かかってこい。, Bring it on.)
  • Side Taunt: Spins his bow in front of him while facing the screen, before swinging one of his blades and saying "Watch out!" (いくぜ!, Here we go!)
  • Down Taunt: Turns around a bit, then points with his right blade, saying "Game on!" (死にたいヤツは前に出ろ。, Step right up if you want to die.)

Idle poses

  • 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.

Victory poses

  • 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.).
    • If Pit was present in the 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.).
A small excerpt of Dark Pit's theme from Kid Icarus: Uprising.

Classic Mode: Created Warriors

Dark Pit's opponents (with the exception of Pit) are characters that were man-made creations or genetically enhanced fighters.

Round Opponent Stage Music Notes
1 Mewtwo Spear Pillar Battle! (Dialga/Palkia) / Spear Pillar
2 Dark Samus Frigate Orpheon Opening/Menu - Metroid Prime
3 Link (3x) Temple Great Temple / Temple All Links have the Dark Link alt.
4 Cloud Midgar Fight On!
5 Captain Falcon Big Blue Devil’s Call in Your Heart Captain Falcon is in his red costume, referencing Blood Falcon.
6 Pit Palutena's Temple Dark Pit’s Theme
Bonus Stage
Final Galleom ? Boss Battle - Super Smash Bros. Brawl Pit appears as a teammate.

Role in World of Light

Dark Pit was among the fighters that were summoned to fight the army of Master Hands.

Dark Pit was present when Galeem unleashed its beams of light. He was flying alongside Pit to escape the beams, but after Palutena was vaporized, they lost their Power of Flight and fell victim to the beams as well. They were both placed under Galeem's imprisonment along with the rest of the fighters, excluding Kirby.

Dark Pit was one of the many fighters that fell under Dharkon's control upon Galeem's first defeat. He can be found in the Dracula's Castle sub-area.

Spirits

Dark Pit's Fighter Spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 500 coins. Unlocking Dark Pit in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each Fighter Spirit has an alternate version that replaces them with their artwork in Ultimate.

Alternate costumes

Palette swap (SSBU)
Dark Pit (SSBU) Dark Pit (SSBU) Dark Pit (SSBU) Dark Pit (SSBU) Dark Pit (SSBU) Dark Pit (SSBU) Dark Pit (SSBU) Dark Pit (SSBU)

Gallery

Character Showcase Video

Trivia

  • Dark Pit and Lucina are the first and only full clones to retain their full clone status for two consecutive games.
  • In the World of Light trailer, Dark Pit is seen losing his Power of Flight with the loss of Palutena, and his wings glow blue during use. This is unlike the in-game move, where his wings use a green glow, which occurs when the ability is granted by Viridi.
  • Dark Pit’s inclusion as a separate character as opposed to an alternative costume in SSB4 was originally due to the Three Sacred Treasures belonging to Pit and Sakurai deeming it unfitting for the weapons to be used by him. The Lightning Chariot that replaces Pit’s old Final Smash, however, has been used by both Dark Pit and Pit, thus defeating the original purpose of separating the two characters.