Dark Pit in Super Smash Bros. Ultimate | |
---|---|
Universe | Kid Icarus |
Other playable appearance | in SSB4 |
Availability | Unlockable |
Final Smash | Dark Pit Staff |
“ | 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. Dark Pit is classified as fighter #28ε.
Antony Del Rio and Minami Takayama reprise the role of Dark Pit in the English and Japanese versions of the game, respectively.
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 mostly identical to Pit, with all moves except neutral and side special performing identically. However, Dark Pit has a unique Final Smash, and his gameplay differences, while few, are notable.
Aesthetics
- As with all Echo Fighters, Dark Pit has unique taunts and victory animations.
- Dark Pit has darker effects for some moves, such as Power of Flight and Silver Bow.
- Dark Pit's No Contest animation is different as well.
- Dark Pit has a different victory theme.
Special moves
- Silver Bow:
- 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.
- Silver Bow travels slightly faster.
- Silver Bow lasts for a shorter amount of time, and its trajectory cannot be controlled as much.
- Electroshock Arm:
- 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).
- The aerial version has more ending lag upon activation (FAF 52 → 58).
- 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.
- As implied by its name, Electroshock Arm has an electric effect.
- Dark Pit has a completely different Final Smash, being Dark Pit Staff.
Changes from Super Smash Bros. 4
Unlike in Smash 4, Dark Pit's standard moveset has been changed to make him completely identical to Pit in Ultimate, with his weaker forward tilt and smaller neutral attack infinite finisher having their differences removed (as their neutral infinites were completely changed). As a result, Dark Pit now plays as an actual clone of Pit, with the only mechanical differences being his Silver Bow and Electroshock Arm. Like Pit, he has been drastically buffed in comparison to his Smash 4 iteration, benefitting largely from the universal changes in Ultimate, and having increased KO ability on several of his moves.
Aesthetics
- 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.
- Dark Pit's idle animation has been slightly altered.
- Dark Pit's down and side taunts are performed faster.
- Many of Dark Pit's expressions, including when Screen KOed, are now identical to Pit's.
Attributes
- Like all characters, Dark Pit's jumpsquat animation now 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), now 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:
- 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.
- Neutral infinite deals drastically less hitlag, making it harder to SDI out of.
- 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.
- The finisher deals more knockback (45 base/170 scaling → 40/185).
- The third hit and neutral 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 neutral 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.
- 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:
- Forward tilt has increased base knockback (15 → 40), making it identical to Pit's. This improves its KO potential.
- Up tilt:
- 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).
- 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.
- 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%).
- 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° → 75°). Combined with Dark Pit's faster jumpsquat, this significantly improves its combo potential.
- When used in quick succession, it can now make Dark Pit pseudo-crawl.
- Dash attack:
- Dash attack's animation has been altered to a downward swipe of Dark Pit's blade. This gives it more vertical range.
- It has increased knockback scaling (50 → 74), drastically 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 clean first hit has altered angles (365°/365°/105° → 365°/120°/120°/367°/105°).
Aerial attacks
- 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:
- 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.
- The multi-hits deal drastically less hitlag, making them harder to SDI out of.
- The multi-hits have longer hitbox durations (1 frame → 2 frames).
- The last hit deals more damage (4% → 4.5%).
- 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), allowing it to KO slightly earlier.
- The first two hits use a different kind of autolink angle (366° → 367°).
- Back aerial:
- Back aerial's sweetspot launches at a lower angle (46° → 43°) and has increased knockback scaling (96 → 105), improving its KO potential.
- Up aerial:
- 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 → 50/130), which compensate for its KO ability at higher percents, but increase its knockback at lower percents, improving its juggling ability.
- Down aerial:
- Down aerial's meteor smash hitbox is larger, making it easier to edgeguard with it.
- The clean hit's sourspot has increased knockback scaling (80 → 100), 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)).
- Pummel:
- Pummel deals less damage (2% → 1.3%).
- 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 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).
- 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, now slightly outspeeding Palutena Bow's arrows.
- Electroshock Arm:
- Grounded and aerial Electroshock Arm have less ending lag if missed (FAF 83 (grounded)/121 (aerial) → 80/105).
- 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 always shouts "Electroshock!" when using Electroshock Arm. His other voice clip is used when he activates the Power of Flight.
- Power of Flight:
- Power of Flight can now sweetspot edges from behind.
- It takes longer for Dark Pit to move after he begins to fall, leaving him more vulnerable to attacks.
- 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.
- The Guardian Orbitars can be held for a longer amount of time (80 frames → 100).
- However, they now gradually shrink the longer they are held out.
Update history
- Up throw's ending lag has been increased (FAF 33 → 38), making it identical to Pit's.
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.
Alternate costumes
Gallery
On Skyworld.
Dark Pit attacking Falco on Spirit Train.
Dark Pit using Electroshock Arm against Pit on Temple.
Dark Pit posing on Coliseum.
Using his Guardian Orbitars against Bayonetta on the Great Plateau Tower.
Unleashing his Final Smash, Dark Pit Staff on Yoshi's Story.
Dark Pit struck by Dark Samus's forward aerial on Gerudo Valley.
Character Showcase Video
<youtube>q2hJjyP8FGA</youtube>
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.
Kid Icarus universe | |
---|---|
Fighters | Pit (SSBB · SSB4 · SSBU) · Palutena (SSB4 · SSBU) · Dark Pit (SSB4 · SSBU) |
Assist Trophies | Magnus · Phosphora |
Stages | Skyworld · Reset Bomb Forest · Palutena's Temple |
Items | Back Shield · Daybreak · Killer Eye · Ore Club · X Bomb · Staff |
Enemies | Boom Stomper · Bumpety Bomb · Clubberskull · Daphne · Flage · Lethinium · Lurchthorn · Mahva · Megonta · Mimicutie · Monoeye · Nutski · Orne · Reaper & Reapette · Skuttler · Souflee · Zuree |
Other | Centurion · Viridi |
Trophies, Stickers and Spirits | Trophies (SSBB · SSB4) · Stickers · Spirits |
Music | Brawl · SSB4 · Ultimate |
Masterpiece | Kid Icarus |