Dark Pit (SSBU)
| Dark Pit in Super Smash Bros. Ultimate | |
|---|---|
| Universe | Kid Icarus |
| Other playable appearance | in SSB4 |
| Availability | Unlockable |
| Final Smash | Dark Pit Staff |
| Tier | B+ (43) |
Dark Pit (ブラックピット, Black Pit) is a playable character in Super Smash Bros. Ultimate. He was officially revealed on June 12th, 2018 alongside fellow Kid Icarus fighters Pit and Palutena, and the rest of the returning roster. Dark Pit is Pit's Echo Fighter, thus being classified as Fighter #28ε.
Antony Del Rio and Minami Takayama's portrayals of Dark Pit from Super Smash Bros. 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.
Dark Pit, alongside his base fighter Pit, are ranked 43rd out of 82 on the current tier list, placing them in the lower half of the B+ tier. This is a slight improvement compared to their 32nd out of 54 placement in SSB4. Dark Pit shares many of Pit's attributes and strengths, like fast frame data and a strong combo game, with the only real differences between the two being in their special moves; Silver Bow sees good usage in the neutral game for disruption and has better KO power than Palutena Bow, but cannot be curved as much, while his Electroshock Arm has horizontal KO potential rather than vertical one, giving it more utility near the edge but making it less powerful in the middle or opposite side of the stage; consequently, this gives Dark Pit more KO power, but a slightly worse neutral game.
However, Dark Pit also shares Pit's weaknesses, like a predictable recovery and a lack of an explosive game plan, leaving them both with a lacking disadvantage state.
In the end, both Pits are seen as solid all-rounders with a small but strong playerbase, notably amassing good results from Tet and Zackray.
How to unlock[edit]
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 last character unlocked after Wario.
- Have Dark Pit join the player's party in World of Light.
Dark Pit must then be defeated on Reset Bomb Forest (the Ω form is used in World of Light).
Attributes[edit]
Dark Pit is Pit's Echo Fighter, and he is very similar to his counterpart as well. His mobility is completely identical, sharing the same walking speed, dashing speed, air speed, falling speed and three double jumps. Similarly, Dark Pit's standard attacks are all identical to Pit's, sharing the same frame data, hitboxes, damage, and knockback, with only three attacks in his entire moveset having different attributes (two special attacks and his Final Smash). A Pit player will have no trouble playing Dark Pit or vice versa because of their mirrored movesets, but the slight differences the two possess can make Dark Pit a better or worse choice in a matchup.
The only major differences lie in Dark Pit's special moves. The first is Dark Pit's Silver Bow: compared to Pit's Palutena's Bow, Silver Bow's arrows travel in a straight trajectory and can only be shifted slightly up and down. Their limited movement grants them significantly less utility overall, especially in regards to "sniping" offstage opponents and gimping them. Instead, they possess higher overall damage, increased knockback, and faster speed when uncharged, which makes them more rewarding when used as a more conventional projectile. They can also KO offstage opponents if charged up. In essence, Dark Pit's arrows are more effective as a standard projectile or on opponents who are in a disadvantageous state, but offer significantly less utility otherwise.
The second is his side special, Electroshock Arm. Compared to Pit's Upperdash Arm, Electroshock Arm is more effective due to its higher damage, electric hitbox (which makes it slightly safer on shield, even though it is still very unsafe on shield), and altered knockback; given its horizontal trajectory, it sends at an effective edgeguarding angle, and is a powerful tool for KOing especially at the edges of a stage (where it can do so as early as 80%). Whereas the vertical trajectory of Upperdash Arm allows it to set up juggles and KO consistently anywhere on the stage, and its angle also makes it capable of KOing moderately early on stages with low ceilings, Electroshock Arm instead sees more utility as a surprise KOing and edgeguarding tool; Upperdash Arm is mostly limited to setting up juggles until KO percents instead, rendering it somewhat inferior for KOing compared to Electroshock Arm.
All in all, in line with Dark Pit's Idol description in Uprising, the "flawed clone of Pit" is a more difficult character to use projectile-wise due to his stronger, inaccurate projectile, but brings a different finishing tool in the form of Electroshock Arm, which can grant him opportunities to net KOs in the form of hard punishes. Nevertheless, Dark Pit's differences from Pit are not all that significant (similarly to fellow Echo Fighters Daisy, Richter, and Dark Samus). It is largely up to the player to decide whether to use Pit or Dark Pit during battle, since both are traditional "all-rounders" with a more notable preference towards edgeguarding and recovery.
Differences from Pit[edit]
As in SSB4, Dark Pit is almost completely identical to Pit. Unlike in SSB4, he no longer has a weaker forward tilt or a smaller neutral finisher; because of these changes, he now has a completely identical non-special moveset to his original counterpart, with the only mechanical differences between him and Pit being his neutral special (Silver Bow), side special (Electroshock Arm), and Final Smash (Dark Pit Staff). These mechanical 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; Electroshock Arm launches at a lower angle, making it better at the edge as a KOing move than Upperdash Arm, but worse from across the stage; and Dark Pit Staff fires a long beam instead of being a focused attack like Lightning Chariot, making it better for catching multiple opponents scattered around, but the move has less power to compensate.
Dark Pit's differences, while sometimes significant, are often considered to be marginal enough not to affect his viability in most situations, including competitive play. Aside from matchups or stages where either character's special moves would prove useful, choosing Dark Pit over Pit is entirely up to personal preference.
Aesthetics[edit]
As with all other Echo Fighters, Dark Pit has unique taunts and victory poses.
Dark Pit has darker colored effects for some moves, such as Power of Flight and Silver Bow.
Dark Pit's defeated/No Contest animation is different: his body faces away from the screen, and he retains a stern look.
Dark Pit has a unique victory theme.
Dark Pit's on-screen appearance has him descend while surrounded by purple rays of light as opposed to yellow ones.
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 by halos or an archery gauntlet.
Unlike his counterpart, Dark Pit does not have access to the Palutena's Guidance Smash Taunt on the Palutena's Temple stage.
Special moves[edit]
- 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 much more effectively.
It travels slightly faster and further.
It lasts for a shorter amount of time, and its trajectory cannot be controlled as much, making it less versatile.
The arrow is black and purple instead of white and cyan in color.
It has a different sound effect when fired.
- 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).
Aerial Electroshock Arm's hitbox is centred somewhat outside the playing field, reducing its consistency.
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.
- Power of Flight:
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.
Dark Pit has a unique Final Smash, being Dark Pit Staff.
Compared to Pit's Lightning Chariot, Dark Pit Staff has much greater horizontal range, and can hit up to seven opponents at once. It can also be comboed from Dark Pit's own attacks, such as back throw.
It only hits directly in front of Dark Pit, whereas Lightning Chariot can hit opponents at any height due to its ability to be freely aimed.
Misc.[edit]
Dark Pit has a different pose when trapped inside of Steve's Minecart.
When trapped in Steve's grab, the fence posts are positioned closer to Steve. As such, Dark Pit's knee doesn't stick out as far through the fence.
Changes from Super Smash Bros. 4[edit]
Dark Pit has been buffed overall in the transition from SSB4 to Ultimate. Much like Pit, almost all aspects of Dark Pit's moveset have been improved, and he benefits from the changes to gameplay mechanics.
Dark Pit shares most of the same buffs with Pit, with the most significant ones being a better KO ability and aerial game. Several of his deals have higher knockback, toning down one of his previously largest weaknesses in SSB4. His aerial game has notably improved thanks to a combination of more damage and power, and lower landing lag, and Silver Bow has less lag, both of which improve his neutral game. His grounded game has also become more consistent and useful. Lastly, Dark Pit largely benefits from the universal changes in Ultimate, with the changes to air dodges making his edgeguarding game even stronger, and the faster mobility and ability to use any attack out of a run making his offensive game more reliable, which was a previously large weakness from SSB4.
Among Dark Pit's unique buffs are those to his Silver Bow and Electroshock Arm. The former is a much more reliable projectile for KOing and edgeguarding, as fired arrows deal more damage, travel faster, and are sent at a much lower and desirable angle. Meanwhile, the latter also sends at an even lower angle, slightly improving its KOing ability. Additionally, Dark Pit no longer has a weaker forward tilt or a less consistent finisher on his neutral attack, making his non-special moveset completely identical to his original counterpart.
Dark Pit has, however, also received a few nerfs that are shared with Pit, such as his Guardian Orbitars having less HP and shrinking the more time they're held out; Power of Flight halting completely before he can move, slightly worsening his recovery; and his grabs having more lag, standarizing them in comparison to the cast.
Altogether, Dark Pit's moveset has been strengthened as a whole, now boasting a better offensive game while keeping his good defensive game, and the universal changes give him more opportunities to gain the advantage. However, he still lacks noteworthy attributes (outside of his edgeguarding ability). He carries many of his previous weaknesses from SSB4, which isn't helped by many veterans either being buffed to varying degrees and/or benefiting from the universal changes. Much like his original counterpart, however, Dark Pit has received buffs from game updates that have fixed some inconsistencies or given him new options, letting him moderately keep up with the rest of the cast. In the end, Dark Pit is a much better character than in SSB4.
Aesthetics[edit]
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.
Most of Dark Pit's alternate costumes have been altered, using more vibrant and easily distinguishable colors.
Dark Pit's idle animation has been slightly altered. However, he reverts to his SSB4 idle pose when holding a small item.
Many of Dark Pit's expressions, including when Screen KOed, are now identical to Pit's.
Dark Pit's down and side taunts are performed faster.
Attributes[edit]
Like all characters, Dark Pit's jumpsquat animation 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), 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[edit]
- Neutral attack:
The first hit has less startup lag (frame 5 → 4), with its total duration reduced as well (FAF 27 → 26).
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.
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.
The neutral infinite deals drastically less hitlag, making it harder to SDI out of.
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.
The finisher deals more knockback (45 base/170 scaling → 40/185).
The third hit and 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 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.
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:
Forward tilt has increased base knockback (15 → 40), making it identical to Pit's. This improves its KO potential.
Forward tilt has a slightly altered animation during which Dark Pit lunges less far, reducing the move's range.
- Up tilt:
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).
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.
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%).
It has smaller hitboxes (4.5u → 4u (hit 1), 7.5u → 6u (hit 2)).
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° → 83°) and has less knockback scaling (50 → 46).
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.
It moves Dark Pit forward slightly with each use, allowing for a pseudo-crawl.
- Dash attack:
Dash attack's animation has been altered to a downward swipe of Dark Pit's blade. Dark Pit no longer spins during the animation.
It has drastically increased knockback scaling (50 → 74), greatly 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 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.
The third hit has more knockback scaling (102 → 111).
- Down smash:
Down smash's clean front hit has increased knockback (35 base/93 scaling → 40/98), improving its KO potential.
The first hit launches at a lower angle (55° → 48°), further aiding in KO potential.
Aerial attacks[edit]
All aerials have reduced landing lag (24 frames → 14 (neutral, up), 20 → 12 (forward), 20 → 8 (back), 24 → 12 (down)).- Neutral aerial:
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.
The looping hits have reduced hitlag (1× → 0.5×) and SDI multipliers (1× → 0.8×), making them harder to escape from.
The looping hits have longer hitbox durations (1 frame → 2 frames).
The last hit deals more damage (4% → 4.5%).
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:
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.
The looping hits have reduced hitlag multipliers (1× → 0.8×), making them harder to SDI out of.
The looping hits have larger hitboxes (1.5u → 2.3u), and extend further (Z offset: 11-18 → 10-19), improving its range.
- Back aerial:
Back aerial's sweetspot launches at a lower angle (46° → 43°) and has increased knockback scaling (96 → 105), improving its KO potential.
Due to its significantly reduced landing lag, the sourspot is a much more reliable combo starter.
It has slightly larger hitboxes (3.4u (sweetspot)/3.2u (sourspot) → 3.7u/3.5u).
- Up aerial:
The move has less startup (frame 12 → 10) and ending lag (FAF 50 → 41), and autocancels earlier (frame 37 → 35).
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 → 50/143), improving its safety on hit at lower percents, while also drastically improving its KO potential when combined with the increased damage.
The last hit launches at a higher angle (68° → 80°), no longer being vulnerable to LSI and improving its juggling ability.
The looping hits have reduced hitlag multipliers (1× → 0.8×), making them harder to SDI out of.
- Down aerial:
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.
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.
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[edit]
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)).
Dash grab has slightly less range (Z2 offset: 11.8u → 11.5u).- Pummel:
Pummel deals less damage (2% → 1.3%).
It deals more hitlag (4 frames → 14), but has less startup (frame 2 → 1) and much less ending lag (FAF 16 → 7).
- 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'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:
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[edit]
- Silver Bow:
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.
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.
It has received negative shield damage (0 → -2.2).
Firing a fully charged arrow causes the screen to shake.
- Electroshock Arm:
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).
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'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.
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:
Power of Flight can sweetspot edges from behind.
Power of Flight now flies in a slight arc, moving outwards slightly before pulling back inwards again. The overall finishing location appears unchanged, however.
It takes longer for Dark Pit to move after he begins to fall, leaving him more vulnerable to attacks.
Power of Flight now uses Dark Pit's charging and attacking voice grunts when using Electroshock Arm from Smash 4.
- 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.
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).
They can be held for a longer amount of time (80 frames → 100).
They gradually shrink the longer they are held out.
They have less HP against physical attacks (18 → 15).
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:
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.
Update history[edit]
Like his counterpart, Dark Pit has been buffed in patches, with his notable buffs coming in update 4.0.0 and 8.0.0.
Up throw has more ending lag (FAF 33 → 38), making it identical to Pit's.
Silver Bow has received negative shield damage (0 → -2.2).
Up smash's hits connect more reliably.
Electroshock Arm has less ending lag after hitting an opponent in the air (FAF 56 → 52), making it identical to Pit's variant.
Neutral attack 1 has slightly less startup lag (frame 5 → 4) with its total duration reduced as well (FAF 27 → 26).
Up tilt has less ending lag (FAF 35 → 33).
Back aerial has less landing lag (11 frames → 8).
Down smash's first hit deals more knockback on the sweetspot (35 base/93 scaling → 40/98), improving its KO potential.
Down aerial's meteor smash has more base knockback against airborne opponents (0 → 10).
Fixed an issue in Mega Special Smash that resulted Power of Flight to be used in tight spaces indefinitely, resulting Dark Pit to be stuck in his up special.
Overall shield size has been increased.
Down tilt launches at a higher angle (75° → 83°) and has less knockback scaling (50 → 46), improving its combo potential.
Up smash's third hit has more knockback scaling (102 → 111).
Down smash's first hit launches at a lower angle (55° → 48°), improving its KO potential.- Up aerial:
The move has less startup (frame 12 → 10) and ending lag (FAF 50 → 41), and autocancels earlier (frame 37 → 35).
The last hit launches at a higher angle (68° → 80°), no longer being vulnerable to LSI.
The last hit has more knockback scaling (130 → 143). In combination with the previous change, this significantly improves its KO potential.
Trip attack has more ending lag (FAF 47 → 50), matching the rest of the cast.
Guardian Orbitars has 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).
Moveset[edit]
- Dark Pit can perform 3 double jumps.
For a gallery of Dark Pit's hitboxes, see here.
Note: All numbers are listed as base damage, without the 1v1 multiplier.
| Name | Damage | Description | ||
|---|---|---|---|---|
| Neutral attack | Forehand Slice (フォアハンドスライス) Backhand Slice (バックハンドスライス) Upper Swing (アッパースイング) Cutter Rush (カッターラッシュ) Cutter Finish (カッターフィニッシュ) |
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 | Cross Chop (クロスチョップ) | 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 | Anti-Air Kick (アンチエアキック) | 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 | Leg Cutter (レッグカッター) | 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 | Dash Slice (ダッシュスライス) | 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 | Dual Attack (デュアルアタック) | 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 | Angel Spin (エンジェルスピン) | 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 | Low Attack Combination (ローアタックコンビネーション) | 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 | Spinn | |||