Dark Pit (SSB4): Difference between revisions

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The first difference is Dark Pit's [[Palutena's Arrow#Silver Bow|Silver Bow]]: compared to Pit's [[Palutena's Arrow]], Silver Bow's arrows travel in an almost fixed straight trajectory that can be only shifted slightly up and down. This means they are significantly less accurate than Pit's curve-heavy arrows, making it impossible for him to land as many aimed shots or be as much of a nuisance to opponents that are knocked offstage as Pit. Instead, they possess slightly higher damage when uncharged and increased knockback and damage when fully charged, which, if landed, can be enough to [[gimp]] opponents offstage with its increased knockback. Unfortunately, because Silver Bow's projectile doesn't do noticeable knockback when fully charged either way, it makes it an inferior projectile when compared to Pit's version if a player solely uses it to [[camp]] or pester opponents. However, if a player prefers not to concentrate on aiming arrows as much as Pit, this can be an upside, as Dark Pit can allow them to focus on other matters rather than aiming projectiles.
The first difference is Dark Pit's [[Palutena's Arrow#Silver Bow|Silver Bow]]: compared to Pit's [[Palutena's Arrow]], Silver Bow's arrows travel in an almost fixed straight trajectory that can be only shifted slightly up and down. This means they are significantly less accurate than Pit's curve-heavy arrows, making it impossible for him to land as many aimed shots or be as much of a nuisance to opponents that are knocked offstage as Pit. Instead, they possess slightly higher damage when uncharged and increased knockback and damage when fully charged, which, if landed, can be enough to [[gimp]] opponents offstage with its increased knockback. Unfortunately, because Silver Bow's projectile doesn't do noticeable knockback when fully charged either way, it makes it an inferior projectile when compared to Pit's version if a player solely uses it to [[camp]] or pester opponents. However, if a player prefers not to concentrate on aiming arrows as much as Pit, this can be an upside, as Dark Pit can allow them to focus on other matters rather than aiming projectiles.


The second and more major difference is his side special. [[Electroshock Arm]], apart from dealing [[electric]]al damage, also sends opponents in a diagonal trajectory when landed, compared to Pit's [[Upperdash Arm]] which knocks opponents vertically. Combat-wise, Upperdash Arm KOs more consistently anywhere on the stage (starting at 150%) than Electroshock Arm if both Pit and his opponent are grounded due to its vertical knockback, and Star KOs much earlier if the opponent is high in the air. By contrast, Electroshock Arm's diagonal knockback allows it to net KOs much earlier at the sides of the stage (starting at 140%), deals very slightly more damage, and is deceptively powerful if it lands on an offstage opponent due to its angle of knockback. Because of these differences, Electroshock Arm is a better offstage edgeguard (although its endlag when missed makes it unsatisfactory to spam) and is a reliable KO move at the edges of the stage, especially against [[weight|heavyweights]] as the angle of trajectory can KO them more reliably in a diagonal direction rather than vertically (due to their weight) while also making it difficult for them to recover-- a perfect example would be against {{SSB4|Ganondorf}}, who would be in more trouble if sent offstage by Electroshock Arm than up into the air but still safely over the stage by Upperdash Arm.
The second and more major difference is his side special. [[Electroshock Arm]], apart from dealing [[electric]]al damage, also sends opponents in a diagonal trajectory when landed, compared to Pit's [[Upperdash Arm]] which knocks opponents vertically. Combat-wise, Upperdash Arm KOs more consistently anywhere on the stage (starting at 150%) than Electroshock Arm if both Pit and his opponent are grounded due to its vertical knockback, and Star KOs much earlier if the opponent is high in the air. By contrast, Electroshock Arm's diagonal knockback allows it to net KOs much earlier at the sides of the stage (starting at 140%), deals very slightly more damage, and is deceptively powerful if it lands on an offstage opponent due to its angle of knockback. Because of these differences, Electroshock Arm is a better offstage edgeguard (although its endlag when missed makes it a dangerous option) and is a reliable KO move at the edges of the stage, especially against [[weight|heavyweights]] as a diagonal angle can KO them more reliably, as well as make it more difficult for them to recover: a perfect example would be against {{SSB4|Ganondorf}}, who would be in more trouble if sent offstage by Electroshock Arm than up into the air but still safely over the stage by Upperdash Arm.


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 harder hitting but less accurate projectile when compared to Pit, but he brings a different finishing tool into battle in the form of Electroshock Arm, which opens up a few more opportunities for him to earn KOs. Regardless, both Pit's differences are not all that significant in a moveset sense, and it is up to the player to decide which Pit to use in combat.
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 harder hitting but less accurate projectile when compared to Pit, but he brings a different finishing tool into battle in the form of Electroshock Arm, which opens up a few more opportunities for him to earn KOs. Regardless, both Pit's differences are not all that significant in a moveset sense, and it is up to the player to decide which Pit to use in combat.
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*{{nerf|Electroshock Arm has less vertical KO power.}}
*{{nerf|Electroshock Arm has less vertical KO power.}}
*{{change|Electroshock Arm also has the [[electric]] effect.}}
*{{change|Electroshock Arm also has the [[electric]] effect.}}
*{{change|Dark Pit's Final Smash is different; [MMI[Dark Pit Staff]] fires a beam in a straight line that causes high knockback, similar to [[Zelda]]'s/[[Sheik]]'s [[Light Arrow]].}}
*{{change|Dark Pit's Final Smash is different; [[Dark Pit Staff]] fires a beam in a straight line that causes high knockback, similar to [[Zelda]]'s/[[Sheik]]'s [[Light Arrow]].}}


==Update History==
==Update History==
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