Template:SSB4 to SSBU changelist/Dark Pit

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Revision as of 23:42, March 21, 2021 by LycanTheToucan (talk | contribs) (→‎Special moves)
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Aesthetics

  • Change 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.
  • Change Most of Dark Pit's alternate costumes have been altered, using more vibrant and easily distinguishable colors.
  • Change Dark Pit's idle animation has been slightly altered. However, he reverts to his SSB4 idle pose when holding a small item.
  • Change Many of Dark Pit's expressions, including when Screen KOed, are now identical to Pit's.
  • Change Dark Pit's down and side taunts are performed faster.

Attributes

  • Buff Like all characters, Dark Pit's jumpsquat animation 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), 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 The first hit has less startup lag (frame 5 → 4), with its total duration reduced as well (FAF 27 → 26).
    • Change 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.
    • Buff 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.
    • Buff The neutral infinite deals drastically less hitlag, making it harder to SDI out of.
    • Buff 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.
    • Buff The finisher deals more knockback (45 base/170 scaling → 40/185).
    • Nerf The third hit and 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 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 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:
    • Buff Forward tilt has increased base knockback (15 → 40), making it identical to Pit's. This improves its KO potential.
    • Nerf Forward tilt has a slightly altered animation during which Dark Pit lunges less far, reducing the move's range.
  • Up tilt:
    • Change 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).
    • Buff 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.
    • 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%).
    • Nerf It has smaller hitboxes (4.5u → 4u (hit 1), 7.5u → 6u (hit 2)).
    • 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° → 83°) and has less knockback scaling (50 → 46).
      • Buff 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.
    • Change It moves Dark Pit forward slightly with each use, allowing for a pseudo-crawl.
  • Dash attack:
    • Change Dash attack's animation has been altered to a downward swipe of Dark Pit's blade. Dark Pit no longer spins during the animation.
    • Buff It has drastically increased knockback scaling (50 → 74), greatly 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:
    • Buff 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.
    • Buff The third hit has more knockback scaling (102 → 111).
  • Down smash:
    • Buff Down smash's clean front hit has increased knockback (35 base/93 scaling → 40/98), improving its KO potential.
    • Buff The first hit launches at a lower angle (55° → 48°), further aiding in KO potential.

Aerial attacks

  • Buff All aerials have reduced landing lag (24 frames → 14 (neutral, up), 20 → 12 (forward), 20 → 8 (back), 24 → 12 (down)).
  • Neutral aerial:
    • Buff 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.
    • Buff The looping hits have reduced hitlag (1× → 0.5×) and SDI multipliers (1× → 0.8×), making them harder to escape from.
    • Buff The looping hits have longer hitbox durations (1 frame → 2 frames).
    • Buff The last hit deals more damage (4% → 4.5%).
    • Buff 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:
    • 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), slightly increasing its KO potenial.
    • Buff The looping hits have reduced hitlag multipliers (1× → 0.8×), making them harder to SDI out of.
    • Buff The looping hits have larger hitboxes (1.5u → 2.3u), and extend further (Z offset: 11-18 → 10-19), improving its range.
  • 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.
    • Buff Due to its significantly reduced landing lag, the sourspot is a much more reliable combo starter.
    • Buff It has slightly larger hitboxes (3.4u (sweetspot)/3.2u (sourspot) → 3.7u/3.5u).
  • Up aerial:
    • Buff The move has less startup (frame 12 → 10) and ending lag (FAF 50 → 41), and autocancels earlier (frame 37 → 35).
    • 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 → 50/143), improving its safety on hit at lower percents, while also drastically improving its KO potential when combined with the increased damage.
    • Buff The last hit launches at a higher angle (68° → 80°), no longer being vulnerable to LSI and improving its juggling ability.
    • Buff The looping hits have reduced hitlag multipliers (1× → 0.8×), making them harder to SDI out of.
  • Down aerial:
    • Buff 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.
    • Buff 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.
    • 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)).
  • Nerf Dash grab has slightly less range (Z2 offset: 11.8u → 11.5u).
  • Pummel:
    • Nerf Pummel deals less damage (2% → 1.3%).
    • Change It deals more hitlag (4 frames → 14), but has less startup (frame 2 → 1) and much less ending lag (FAF 16 → 7).
  • 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'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.
  • 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), improving its camping ability.
    • 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.
    • Nerf It has received negative shield damage (0 → -2.2).
    • Change Firing a fully charged arrow causes the screen to shake.
  • Electroshock Arm:
    • Buff 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).
    • 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'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.
      • Change 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:
    • Buff Power of Flight can sweetspot edges from behind.
    • Change Power of Flight now flies in a slight arc, moving outwards slightly before pulling back inwards again. The overall finishing location appears unchanged, however.
    • Nerf It takes longer for Dark Pit to move after he begins to fall, leaving him more vulnerable to attacks.
    • Change Power of Flight now uses Dark Pit's charging and attacking voice grunts when using Electroshock Arm from Smash 4.
  • 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 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).
    • Buff They can be held for a longer amount of time (80 frames → 100).
    • Nerf They gradually shrink the longer they are held out.
    • Nerf They have less HP against physical attacks (18 → 15).
    • Nerf 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:
    • Nerf 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.