Super Smash Bros. Ultimate

Dark Pit (SSBU)/Side special

Hitbox visualization showing Dark Pit's side special, Electroshock Arm, when grounded.
Hitbox visualization showing Dark Pit's side special, Electroshock Arm, when aerial.
Hitbox visualization showing Dark Pit's side special, Electroshock Arm, when it connects on the ground.
Hitbox visualization showing Dark Pit's side special, Electroshock Arm, when it connects in the air.
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Overview

Update History

  3.1.0

  •   Electroshock Arm has less ending lag after hitting an opponent in the air (FAF 56 → 52), making it identical to Pit's variant.

Hitboxes

Grounded

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
Inert detector
0 0 0 0.0% 0   Forward 0 0 0   2.0 top 0.0 12.0 to 4.0 9.0 1.0× 1.0× 0%               None   No floor All            
Hitbox
0 0 0 12.0% 10.0   Standard 99 67 0   6.0 top 0.0 4.0 to 10.0 9.0 1.5× 1.0× 0%               Electric   All All            

Aerial

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
Inert detector
0 0 0 0.0% 0   Forward 0 0 0   2.0 top 0.0 14.0 to 4.0 9.0 1.0× 1.0× 0%               None   No floor All            
Hitbox
0 0 0 9.5% 10.0   Standard 90 58 0   6.2 top 0.0 4.0 to 10.0 9.0 2.0× 1.0× 0%               Electric   All All            

Timing

Grounded

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

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

Reflection 1-4
Hitbox 2-4
Interruptible 50
Animation length 90
                                                                                                                                                                                   
                                                                                                                                                                                   

Aerial hit

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

This applies to the aerial version either when missed or after a hit.

Animation length 30
                                                           
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
 
Vulnerable
 
Reflect
 
Armour
 
Interruptible

Parameters

Move

Distance multiplier 1.2
Speed multiplier on hit 0.5
Landing lag 30 frames

Reflector

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

  • Oddly enough, despite having electric SFX, the aerial version's hitbox lacks the electric effect, instead using a normal effect like Upperdash Arm.